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2代可以挖工事了 欢迎回来!现在,你们应该知道上个星期发布的重大消息:钢铁之师2将于4月4日发售!战争再来包 除了Steam预售的钢铁之师2,还会加入钢铁之师:诺曼底44中的师。 这次除了突破模式,我们今天的开发日记将继续披露另一个钢铁之师2的亮点。我想你们也许可以从标题中猜到了。是的,玩家这作可以在游戏中设置防御工事了。 声明:文中你所读到的和看到的内容都尚未开发完成。不要太在意任何拼写错误、法式胡话以及其他问题。在游戏最终发布时都会统一修正的。 碉堡、铁丝网、战壕铁丝网、战壕、火炮掩体,不同类型的碉堡;在钢铁之师2改进的突破模式中,防守玩家可以设置以上所有的防御工事。提醒:突破模式中,防守玩家初始控制75%的地图。进攻玩家需要前进并突破防御。只有防守玩家可以设置防御工事,并且只能在开始战场布置阶段设置。 你将能完全控制你要设置的工事。对于战壕和铁丝网,玩家仅需地图上拉一条线。玩家可以根据自己射界需求,放置并旋转火炮阵地或者碉堡。当然,一些特殊的地形,比如密林、开放水域或者城镇,会限制设置的位置。防御单位和你卡组中的其他单位一样,有一个自己的类别。每一卡有一定数量的工事单位,或者可设置长度(以米为单位)。每个师的防御工事都相同,但是有些防御性质的师(眨眼,即将推出的重返战场扩展包中的第352步兵师,眨眼)会有更多的防御单位卡槽。 你能造些什么?我们来仔细看看你能造些什么。铁丝网的作用无需过多解释。一个布置得比较好的铁丝网可以迟滞敌人的部队——包括坦克和其他战斗车辆。铁丝网可以把引向杀伤区。铁丝网可以“画”在地图上,并且以米为单位。平均来说,一个单位卡会给你3千米长的铁丝网(听上去很多,但是相信我们,你得小心布置每一米)。 战壕的建造和铁丝网差不多。战壕给步兵提供掩蔽处。给我们的诺曼底44老玩家一点概念,战壕提供的防护程度和诺曼底44中的房子一样。玩家大约有1.5公里长的战壕可以使用。 火炮掩体和战壕有些像。但是他们不是给士兵而是给大型设备提供点状掩蔽,比如反坦克炮、防空炮或者野战炮。一旦布置完毕,它们就不能再移动了。火炮掩体本身是空的,但是它能提供很好的防护。在战斗中,玩家也可以根据需要移走火炮。 碉堡本质上来说就是有装甲的固定武器站。他们不能移动,防护良好,但是射界受限。碉堡有不同的形状,不同大小。小的有机枪碉堡、轻型反坦克枪碉堡,大到有76.2mm野战炮碉堡。如何使用防御工事?防御工事非常坚固,可以承受很多次打击。防守玩家可以设置他们觉得合适的防线,但他们得聪明行事。如果防御工事设置在开阔地,射界将非常良好,但是这个工事非常有可能会有个爆炸性的结局。更好的做法是把火炮掩体或者碉堡布置在视线障碍物的后面,比如高地后,然后用来近距离伏击。战壕也一样,可以让他们穿过一个村庄,而不是布置在村庄外面。 突破模式玩家可以在所有游戏模式下设置防御工事么?并不能。我们决定只在突破模式中使用防御工事(有一个例外)。为什么呢?这由钢铁之师2有碉堡和战壕这些内在原因决定的。从历史角度来看,这个决定是合理的。德军和苏军都在东线建造了绵延数公里的复杂防御体系,其中有数不胜数的支撑点和坚固工事,比如德国的黑豹-沃坦防线。 从游戏角度来说,我们在钢铁之师:诺曼底44中就想加入防御单位,但是没有实现。而突破模式在诺曼底44中很受欢迎,所以我们新把它也放到钢铁之师2中。所以防御单位只在突破模式中出现。这个组合很自然。而且我们不想玩家设置的防御工事降低遭遇战的节奏。现在,我们觉得这是一个很不错的新特色,既真实又有游戏性。在突破模式下,无论防守方还是进攻方都需要斗智斗勇。将军模式中的防御工事玩家也可以在将军模式——我们新的回合制动态战略战役模式——下使用防御工事。挖掘工事会消耗时间和行动点数。而你所指挥的营会有更多的防御工事单位。如果敌人进攻你处于防御态势的部队,接下来进行的战斗会反应战略地图的态势。 下周会有些什么?玩家对于构筑工事的能力以及如何使用工事的想法,我们深感兴趣。不要犹豫,给出你的评论一起来讨论吧! 你认为我们在碉堡或者战壕前就止步了么?下周的开发日记中,我们会详述另外一个游戏的新特色:卡组编辑器。在那之前,不要忘记看看 预订页面[http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.steeldivision2.com&urlrefer=fd50b11f0030896e2356f9634aabd044]哦。你也可以注册我们的 每周官方时事通讯[http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.steeldivision2.com&urlrefer=fd50b11f0030896e2356f9634aabd044]。下周见!
更新1.2.6了,那几个任务BUG终于修复了 [1.2.6] Patch Notes [FIXES] Fixed an issue where stock value “(0)” was displayed after the name of the Economic Tribute term was offered in a demand, even when not a quantified resource Fixed an issue where heroes couldn’t be assigned or unassigned from the military status screen Fixed an issue where the production per turn symbol was not displayed for luxury resources Fixed an issue where module tooltips erroneously multiplied the module slot cost in the ship design screen Fixed an issue where the technology unlock notification could only show up to 3 unlocks Fixed an issue where faction-specific unlocks were displayed in the technology unlock notification even if the player didn't meet the prerequisites Fixed an issue where the Argosy readiness timer did not display after loading the session Fixed an issue where the over-colonization warning did not appear when assimilating a minor faction Fixed an issue where debug text was displayed in the Riftborn "Machine Embodiment" population improvement tool tip after completing the "Ecologist" and "Pacifist" paths of the Chapter 3 quest Fixed an issue where user received no confirmation message when cancelling a Non-Aggression pact Fixed an issue where wrong icons were displayed for the Chapter 1 part 2 rewards of the Vaulter questline Fixed an issue where modders couldn't add new factions because of animated portraits defaulting to bright white when no model was assigned Fixed some cases where splitting a privateers fleet would result in some privateers and some not. This bug may still occur still if a part of the fleet is merged with another one which cannot be privateers Privateers status can now be toggled off even when not in friendly influence Fixed an issue where Vodyani and Lumeris methods of colonization do not feature the over-colonization warning message Fixed the competitor slots in the new game screen reverting back to Sophons after playing a game with the Vaulters War instances are no longer destroyed more than once when forming multiple alliances simultaneously The pirate hero "Fluffpetal Gurk'Zvark" no longer displays the number "2" in his name when obtained The colonization cutscene now plays each time the Argosy colonizes a system Fixed wrecked ark labels sometimes being displayed in system orbital view when there were no wrecked arks Fixed an error on wrecked ark tooltip in rare situations Fixed an error when a fleet finished moving exactly when its owner accepted to remove all their fleets from another player's influence Fixed population collection bonuses not being updated when an ark was destroyed Fixed population collection bonuses not being lost when populations were lost on Vodyani arks Fixed "Covert sabotage" pirate action not working properly when pirates have low reinforcements Fixed inability to compliment/bribe minor empires that were being leeched by a Vodyani, instead of only the Vodyani being able to do so Fixed Vaulters assets being exportable when the DLC was disabled Add-Ons can now be activated in the Content Screen in the Mac version Fixed error + desync generated when an Argosy was destroyed in multiplayer Fixed skippable assert generated in GUI when relation was maxed with pirates Fixed end-turn freezing due to quests Module slot no longer displayed near the "Close" button for the Argosy II in the Ship Design screen Pirate lairs now allow trading routes to pass when in a friendly status with them [ADDED] Added feedback on hovering module items to make clear which slots are compatible [BALANCE] Increased the cost in Dust to remove a Pirate Mark on a System Added Special section to Fighters and Bombers module descriptions (hull requirements were previously unspecified) Added special indication to AoE weapon modules Restored growth generation value to pre-Vaulters level Fixed pre-emptive strike issue with limitation of Manpower authorized in ground battle (was not functioning previously) Ship without at least one weapon or siege module will now be unable to siege a system Added special informative section to energy squadron module description Projectile and kinetic enhancer will now have the right effect on large weapon Fixed two overlapping techs in the case of a custom Vodyani/Vaulters faction Made sure all Diplomatic Requests terms had at least a 1 turn cooldown Pressure values are now capped: --- From Score at 5 / turn --- From Border friction at 5 / turn --- From Covered Systems at 12 / turn Fixed Happiness Bonus on Modernization levels for Vodyani not working and not being shown properly Fixed Horatio Population Collection Bonus III missing from System Influence tooltip Fixed Peace/Forced Peace issues with Eternal War trait: Cravers can now only make Peace if they have the Pacifists in the Senate Fixed Subatomic Disruption technology mistakenly displaying as faction specific for Riftborn Fixed Planets with multiple anomalies not counting more than once for Anomaly-based bonuses Balanced trait cost for Core Worlds (reduced from 10 to 5) [PERFORMANCE] Improved Contextual diplomacy performance Enhanced speed-up in AI synchronization with gameplay [QUESTS] "The Lost Expedition" Rescue path quest now fails if the quest planet is destroyed “Pirate Quest DLC1” Add Military effect on its objectives The "Hoard" objective of the "Vital Statistics" quest now asks for a normal amount of Dust, even if the Treasure's incomes are negatives The "Vital Statistics" exploration quest now offers a compelling choice "Ice Age" exploration quest did not fail if the quest planet was destroyed False information displayed in the tutorial when discovering a new constellation as the Vaulters Custom Vaulters can now finish their quests An error message that sometimes appeared in the Pilgrim’s quest has been fixed Metaplot now has locked systems in order to avoid asset caused by Archivist Quest [AI] The AI will now better handle offering strategic and luxury resources in diplomatic contracts AI empires will now attack pirates more often Fixed AI interception behavior Fixed AI understanding of system importance
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