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【中2罗马:De Bello Mundi】一些新特色的说明 作为中2平台上的第一个大地图罗马题材的mod,而且又是一向喜欢在脚本和设定上创新的意大利人的作品,有些设定可能会让人感觉陌生,但其实仔细看看,还是很有道理的~ 本帖将会随着体验的过程而更新~(请大家尽量在楼层中讨论,我不喜欢删楼) 1.浪费和俸禄: 这其实对应的是原版中2的国王的小金库(Kings_purse),只不过原版的小金库是加钱的,在DBM里面却是扣钱的。 每个派系初始扣钱的数额不同,具体可以在descr_start里面查看,进入战役后,脚本会根据难度情况分别对ai和玩家进行进行相应的增减(当然难度越高,自己扣得越多,ai扣得越少)同时每个派系还有特殊的扣钱数额,有些蛮族派系会有适量的补助,有几个派系,特别是罗马和托勒密扣得钱会特别多。 同时占领城市也会增加这方面的消耗(可以理解为城市管理支出),每座城市对应的管理支出和国库金额也有关(可以理解为国家富有了,工资上升了) 具体的来说: 国库在160000以上:每座城扣200 80000~160000:每座城扣150 40000~80000:每座城扣100 20000~40000:每座城扣50 20000以下:无花费 -10000~0:每座城加50(但是注意如果选择的是medium和full剧本,国库空了会发生雇佣兵逃亡!) -20000~-10000:每座城加100 -40000~20000:每座城加150 -40000以下:每座城加200 2.城市查看脚本: 最早似乎是在某个国内mod天国王朝里面出现的,这个脚本主要模拟类似罗马的城市查看,实质是刷一对不攻击的攻城车进行围城战来观看,注意确保城市里必须有兵,而且要击败那辆投石车,否则可能会失去城市 使用方法:点击城市查看界面左下角的放大镜图标,然后点击“show me how”(就是那个绿色的圈圈)
【Mod下载】德国人的三国mod:Rise of three kingdom 未经本人允许禁止转载! 这个mod主要是将罗马上的三国mod移植到中2中来,罗马上的三国mod因为包含有非法内容(比如破解过或者修改过的游戏执行程序)在TWC被禁了,这个mod的主要目的就是做一个独立版的mod使之合法化并且让外国人能玩到全英文的三国mod。。。 总体来看,这个mod像是罗马三国、蓝莲花和汉之殇的某种混合,目前建筑和兵模用的都是汉之殇里的,不过据说兵模以后会换掉。。换成什么样子,只有天知道了。。不过还是有些自己的特色的。。。 mod起始时间是公元194年,一年十二回合,目前脚本还比较简单,运行也比较流畅,以后会考虑加入些新东西比如历史事件,瞄了一眼脚本以后发现没有什么关于暴兵的内容,对不喜欢罗马三国的暴兵的玩家来说似乎这也是个不错的选择,大地图上有三个奇迹另外还有长城,占领奇迹应该能获得一些加成,由于新美工的到来,也许以后还会换掉一些插画。。。 人物属性和随从也都转换到中2上来了,人物属性的文件相当大,有8mb,比罗马三国和汉之殇的都大得多。。不知道新加入了些什么。。。 对于外国人来讲。。把那么多中文统统翻译成英文也是件不容易的事情,现在这个mod已经全部英文化了,包括名言和人物传记都是英文的了。。也许这个mod对于学习英语会有不错的效果。。毕竟对于比较熟悉的历史更容易理解。。。 然后是一些截图:。。。地图还是那个地图。。
【Mod下载】王国战役4.3整合版 由于某些原因。。这个帖子不会在中2吧再发一份,也不许其他人转载 王国战役是个不错的mod,整合了王国中的新内容,并且比较稳定,过场速度也较快,最新版本4.3虽然有人分享过,但已经过期,国外的网盘也被查封。。。故此重新分享一下。。。 王国战役4.3下载及介绍: Mod特色介绍:(感谢梅仁药的介绍) 可指定顺位继承人,赋予玉玺完整功能; 无需激发地球是圆的事件就可以去美洲,此外土著也可以造佣兵船去文明世界; 高级兵种晚期纪元招募和维护制度,同时适用玩家和AI; 默认围城暴兵; 爵位系统 有专属的XAI 3.4 大地图,包括蒙古,爱尔兰,挪威,条顿,安条克,耶路撒冷,立陶宛,威尔士,阿兹台克可选(由于游戏本身对势力有上限,所以在王国战役MOD里无帖木儿;如果想玩土著阿兹台克的,需要自行修改descr_strat文本中的playable list。); 保留王国特色(英雄技能、城门滚油,石头营寨); 支持热座模式; 条顿、阿兹台克新增家族树; 新增一些回合事件 有原版该有的一部分事件,比如发现美洲 但是蒙古变成一开始就有的势力,而且一开始就很强,有一大支无维护费用的军队,将领也是很厉害,就是初始位置不太好,在东方最贫瘠的地区 高级建筑不能造低级兵; 这个MOD最大的问题在于,建筑需要很长时间来建设,顶级城市竟然要12个回合,军队征募最大也只有3,也就是3个回合才能填补一个名额,不过这点跟魔戒MOd一样 还有围城暴兵,一些特殊城市被你偷袭围攻时,会刷出你绝对不想与之作战的精锐且庞大的军队来; 另外这个MOd削弱了大部分的单位防御,以至于他们更加害怕弓箭的伤害 不过骑兵数量恢复到了原版的数量也就是和正规步兵的比是2/3; 也添加很多新地区和势力,这些势力主要是你在MOD里可以用的 话说回来,产量减少意味着玩家发动的每次作战都必须小心(由于补充起来比较难,导致如果是投入兵力众多的大型战役,失败一次就没得翻身了),提高了对玩家战役战术能力要求(务求以最小的损失取得最大的战果)
【Mod前瞻】1648:双塔 这个mod是1648的兄弟mod,1648主要关注西欧的战事,这个mod的重心则是奥斯曼帝国和哈布斯堡王朝之间的争斗。地图去年就做好了。。1648的2.0版发布以后就基本关注与这个mod的制作。 计划的国家: 1. Austria(奥地利) 2. Spain (located in Southern Italy)(西班牙) 3. France (as annoying spawn faction similar to the Ottomans in 1648)(法国-凸显势力) 4. Poland-Lithuania(波兰-立陶宛) 5. Ottoman Empire(奥斯曼帝国) 6. Malta (you know, the pirates ehm order)(马耳他) 7. Venice(威尼斯) 8. Crimean Tatars(克里米亚汗国) 9. Siebenbürgen (the German cities have their struggles against the hungarian princes of Transylvania, therefore, as a separate faction) 10. Transylvania, can be transformed to 11. (you remember Eriador -> Arnor? Calmar Script? Okay)(特兰西瓦尼亚,可以变成11) 11. Kingdom of Hungary(匈牙利) 12. Kingdom of Croatia(克罗地亚) 13. Bohemian Estates(波西米亚) 14. Mirdita, can be transformed to 15.(可以变成15) 15. Principality of Albania(阿尔巴尼亚) 16. Greek rebels, can be transformed to 17.(希腊叛军,可以变成17) 17. Byzantine Empire (yeah reborn of basilea ton romaion)(拜占庭帝国-帝国的重生。。。) 18. Bulgarian rebels, can be transformed to 19.(保加利亚叛军,可以变成19) 19. Bulgarian Empire(保加利亚帝国-和东罗马差不多性质。。) 20. Principality of Montenegro, can be transformed to 21.(黑山-可以变成21) 21. Serbian Empire(塞尔维亚帝国) 22. Principality of Moldavia, can be transformed to 24(摩尔多瓦,可以变成24) 23. Principality of Wallachia, can be transformed to 24 (瓦拉几亚,可以变成24) 24. Kingdom of Romania(罗马尼亚) 25. Rebels (the grey guys)(叛军) 26. Aztecs (of course not playable or "not playable", used for special use)(阿兹特克,为了特殊用途) 27. Duchy of Bavaria(巴伐利亚) 28. Barbary corsairs(巴巴里海盗) 29. Cossacks(哥萨克) 30. Electorate of Saxony(萨克森) 31. Ragusa (拉古萨)
【罗马二前瞻】Rezzed游戏展某人对演示视频的观后感 原帖: forums.totalwar.com/showthread.php/69331-Back-from-Rezzed-Rome-II-is-much-much-better-than-the-gameplay-videos-let-on. Just got back from Rezzed, I see Mackles has already done a thread detailing the battle so I'm not going to duplicate it again I'll just talk about a few of the specifics instead. Firstly if you love what you've seen on the gameplay videos then good news because the game is far, far better than it looks in those. If you don't like what you've seen on the gameplay videos then good news because the game is far, far better than it looks in those. I played the demo about ten times, lost as Rome the first time I played, won on the second attempt, won as The Egyptians on the first attempt and then after that concentrated more on the details of the battles rather than trying to win and this is what I noticed :- Land battles Forget what you've seen about the speed, the units don't rush around like madmen, the battle averages around ten minutes but on one that I played dead seriously it lasted over 30 minutes with me micro-managing every single thing my army did, It's true that units are routing a bit too easily at the moment but I get the impression that that is deliberate so that people can get through the demo nice and quickly. Soldiers react to ranged fire, when soldiers are fired upon they raise their shields to deflect the incoming arrows and also the Cavalry raise their shields too when they charge for the same reason. When you issue the order for a cohort to go into Testudo there's no time to go make a cup of Tea while the men organise themselves like you could in RTW, now when the order to Testudo is given the men snap to it and Testudo is formed within seconds, Testudo is very effective against ranged fire and gives great protection to the Legionaries. Elephants, someone made a comment in a thread yesterday about how he was disappointed that the Elephants don't move their heads in combat like in the Cleopatra trailer, well they do trust me I was watching for this today and the Elephants are nasty pieces of work especially when they are fighting other Elephants, they swing their heads from side to side using their tusks to rip into the enemy and knock over men. Units are very responsive, if you spot them quickly enough then it's quite possible to avoid "Al's burning balls" by ordering your men to run to the side out of their path -if you spot them early enough. Same in combat, units seem happier to disengage from the enemy a lot faster now and don't dither around trying to decide wherever they should follow your orders or do their own thing. Naval combat Ok I have to admit the most fun I had today was with the ships, naval combat in the demo is outstanding and quite a few times I just played with the ships and didn't bother with the land fight at all. After playing Shogun 2 I couldn't believe how responsive the ships in Rome II are, you would think that with Shogun 2 being set some 1500 years in the future the ships would be faster and more manoeuvrable and that the ships in Rome II would be dull and boring but no it's the total opposite. Because they are powered by rowers they are fast and quickly react to all orders given to them, they can turn really quickly and build up a fast rate of knots and get to ramming speed in a short space of time. I spent most the battles ramming my ships into the enemy and boarding them, troop transports come in pairs with half an infantry unit in each ship, when you issue an order to one of the ships the other one follows the same order so you can't control them separately, if one of the ships get destroyed then the remaining ship comes under the players control and half the unit is lost. Naval actions are fast and furious, if you ram an enemy ship, as soon as it hits it automatically starts reversing again ready for you to ram the enemy again if you want to. If you want to board the enemy ship (which both transports and artillery ships in the demo can do) then it will ram the enemy but this time instead of reversing it will stay impacted on the enemy and your soldiers all rush to the front and pour over the Bow onto the enemy ship, no drawn out grappling hook fiddleyness in this game simply ram into it and your men will immediately start to board (they don't all dive into the sea like in ETW/NTW either ) Likewise when your men land on the coast they don't dawdle, the ships beach themselves and instantly the men are jumping onto the sand, once the men are off the ship I did notice you have the option to re-board them again however I never tested that. In the Cleopatra video the Egyptian flagship smashes right through an enemy ship and breaks it in two, I tried to do this all day but never managed it once however just before it was time to leave I was having a chat with one of the designers (ship designer of all people) and he asked me what I thought of the ship breaking in two animation and I told him I hadn't seen it properly because I've not managed to do it yet and blow me if he didn't start the battle up and proceed to smash straight through the middle of a Roman ship using just a bog standard Egyptian boat I know there are some negative thoughts going around at the moment because people aren't liking some of the things they are seeing in the gameplay footage however I have to say after actually playing it it's a completely different experience from the impression those video's give, the sound effects are amazing, the music in this battle really suits the situation well and I found myself tapping the keyboard along with the theme, all in all if this demo is anything to go by then Rome II is going to be an amazing game. I saw a lot more stuff but I'm afraid it's been a long day for me and I'm totally shattered and need sleep so I'll stop now. Oh one last thing, the constant chatter of the men is hilarious when you are zoomed in on them, I heard one soldier scream "Bar-stards!" when an Egyptian Chariot ran into his unit and no word of a lie one of the soldiers on a boat actually uttered those immortal words "We're going to need a bigger boat" right at the start of one of my battles which totally made my day
【E3节奏】罗马二全面战争E3官方问答 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. ---- 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://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fstore.&urlrefer=0408ff48a63023afe02b26f137009f42steampowered.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.
【罗马二前瞻】6-17:又是德国论坛的帖子。。。 Rome 2 Rome 2 bekamen wir (und alle anderen Spielejournalisten) bislang immer nur vorgespielt, und die Kampagnenkarte verbarg Creative Assembly furchtsam. Auf der E3 war es nun soweit: Letztere bekamen wir ausführlich zu Gesicht, und danach durften wir erstmals selbst an die Maus, um eine kombinierte Land-/Seeschlacht zu führen. Wir hatten Rome 2 - Total War bereits mehrmals präsentiert bekommen, einmal direkt bei Creative Assembly, doch zwei Sachen schmerzlich vermisst: den Kampagnenmodus als klares Herzstück des Spiels sowie das Selberspielen. Insoweit waren wir erfreut, als wir schon bei der Ankunft am E3-Messestand mit den Worten begrüßt wurden: „Heute bekommst du die Kampagnenkarte zu sehen.“ Und zwar auf dem eigenen Monitor, aber fremdgesteuert vom CA-Pressesprecher, der uns die wesentlichen Dinge vorführt. Zu sehen ist eine Partie als Römer (genauer: als Julier, die beiden anderen römischen Fraktionen sind die Familien Cornelia und Junia) im Jahr 47 vor Christus, also etwa 200 Züge nach Spielstart. Die Karte ist seit Shogun 2 noch mal ein klein wenig hübscher geworden, vor allem, weil sich der gezeigte Weltausschnitt von Britannien im Nordwesten bis nach Ägypten und Persien im Südosten erstreckt und somit eine große Vielfalt aufweist. Wenn man maximal rauszoomt, erscheint eine schöne Risiko-Karte mit rund 40 Provinzen, die aus rund 100 Regionen bestehen. Hier sind die Besitzverhältnisse farbig markiert, sodass wir gleich sehen, dass sich das julische Einflussgebiet über einen guten Teil des Mittelmeerraums bis zu einem Teil Ägyptens erstreckt. Wie jede Provinz besteht Ägypten seinerseits aus mehreren Regionen, die sich einzeln verwalten und besitzen lassen. Auf der „Risiko-Karte“ wird auch klar angezeigt, welcher Fraktion welche Region gehört, sodass die Landesgrenzen in Wahrheit zwischen Regionen verlaufen, nicht zwischen den größeren Einheiten der Provinzen. Zumindest dem Anschein nach ist das sehr gut umgesetzt und intuitiv erfassbar, wie sich es dann aber spielen wird, wenn die Julier Ägypten A und B, Pontus hingegen Ägypten C besitzt, können wir noch nicht abschätzen. Wie steht’s um deine Gravitas?Dieses Paparrazi-Foto von Kleopatra und Antonius ist natürlich nur eine Artwork, doch die Intrigen der römischen Politik (sowie die anderer Staaten) will das Spiel abbilden. Mit Interesse schauen wir auf den Statusbildschirm von Julius Caesar, unserem Fraktionsführer. Wie jeder Charakter wird er durch die Wesenszüge Ehrgeiz, Gravitas (am ehesten: „Bedeutung“, setzte sich für die alten Römer aus allerlei Faktoren wie Familienname, politischem Einfluss, Taten und Charakterstärke zusammen), Rang, Befehlsstärke, Gerissenheit und Glaube beschrieben. Caesar hat aktuell einen „Untergebenen“, einen anderen Charakter, der ihn als Patron anerkennt. Diesen können wir „unterstützen“, „verjagen“, „diskreditieren“ oder „töten“. Aber eben nicht per Agentenfigur, sondern bequem aus dem Statusmenü heraus. Wir können ihn aber natürlich auch mit einer unserer Töchter verheiraten, und ihn so noch enger an uns binden. All diese Aktionen kosten „Politisches Kapital“. Nicht zu verwechseln sind die „Untergebenen“ mit den „Gefolgsleuten“ eines Generals, zwei dieser bonusspendenden Kerle (etwa einen Leibwächter) könnt ihr einem Charakter mitgeben. Zudem hat ein Charakter, wenn wir es richtig gesehen haben, bis zu drei Traits (Charaktereigenschaften) und zehn Skills (Fähigkeiten). Zurück auf der Kampagnenkarte, bestaunen wir die Pyramiden und den Leuchtturm von Alexandria, antike Weltwunder, die natürlich direkt auf der Karte zu sehen sind. Auch auf das unterschiedliche Terrain zwischen Süden und Norden, Westen und Osten achten wir jetzt stärker. Aber auch der Gebäudestil der Städte unterscheidet sich je nach Kultur, zudem sehen wir bereits auf der Weltkarte die ungefähre Größe jeder Stadt und ihre wichtigsten Bauten. Wie schon lange in der Serie üblich (genau genommen seit Rome 1), werden außerdem wichtige Ressourcen angezeigt, allerdings etwas harmonischer eingebaut als noch zuvor. So steht in der Nähe von Alexandria ein animierter Elefant in der Landschaft, klare Botschaft: Kontrollierst du diese Region, kannst du Kriegselefanten als Kampfeinheit ausbilden.
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