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《全面战争:幕府将军2》试玩报告

Multiplayer
联机模式

When you sign in you are given a screen with all your avatar/army options. From here you can choose a name and change the icon and colors of your uniform. These will carryover to
the appearance of your army in battle. There are 3 layers of color to choose and each uses the usual multispectral color wheel used in many other games. (ie. Similar to Dawn of War army creation) You can also equip your general with special armor if you have any and it looked like you could mix and match various armor pieces such as helmet, greaves, breastplate etc. Once these Selections are sorted you can choose retainers for your general. These give bonuses such as +2 to bow accuracy, +1 to melee defense for spearmen as a few examples. There looked to be a good sized list of retainers but you can only have a max of 5, with no repeats, once you have level up some. Next is the option to customize your forces. We only had the basic units to choose from but as you progress you will unlock other unit types, once you capture their corresponding region on the multiplayer map. Six of us played in a 3x3 match. Our armies were arrayed side by side in a line with the enemy arranged equally on the otherside of the map. Staggered along the middle line were small buildings or shrines that were capture points. Gaining them gives your army some bonuses such as additions to melee or shooting abilities etc. I believe there were 5 in total that you could capture and they were fairly distributed so everyone got a chance to cap a few.
The first battle played out well for my side with the loss of only two units in my army. I sent in two units of light cavalry against a single swordman block and they were ground into the dirt with my horses flying from the field. I did get the feeling that the basic units were very rock, paper, scissors since in that same battle my remaining one unit of light cavalry ran down 4-5 units of bowmen rather handily. It seems everything has its counter and the more elite units are there to add some spice to your plans. After the battle one of my spear ashiogaru were promoted to veteran status. Kieran stated that as you level up you are allowed more veteran unit slots to use. As these units get depleted or
routed they will be unavailable until you play some battles without them so they will have time to “heal”. This opens up a clear route for advancement without creating unstoppable armies of veterans. The second game didn”t go my way so I’ll forgo the telling of it, but overall it was great fun and I wish I had more time to play.

登陆后会进入头像/部队选择界面。你可以设置名字、选择你的家徽和制服颜色。这些将战斗中从你的部队身上体现出来。每一种颜色有三个层次可以选择,而且每一种都有多光谱的色轮,这些已在其他游戏上出现过(有点象“战锤”系列的军队创建系统)。你也可以给你的将领装饰上你有的特殊护甲,也就是说你可以将护甲的不同部位,诸如:头盔、护胫、胸甲等组合搭配。选择完毕后,你就可以给你的将领选择侍从了。奖励包括+2弓箭命中率、矛兵+1近战防御加成等。有很多的侍从供你选择,不过最多只能选择五个,并且不能重复。接下来就是选择部队。开始时你只能选最基本的几种,随着你在联机地图中占领某地区后,对应的部队将解锁为可用。我们六个人玩了一个3v3地图。我们的队型将与对手面对面的在战场上展开。中线上的小建筑或者神社是可夺取的关键点,占领它们会给予近战或远程奖励。最多有5个这样的争夺点,并均匀的分配在地图上,我想每个人都有机会夺取几个。

第一场战斗我们这边只损失了两支部队就赢了。我派两队轻骑兵对付一队单手剑武士,我的骑兵在战场上飞驰而过,敌人随即倒在泥泞当中(被消灭)。我发现这些单位都是遵循“石头、剪刀、布”的相生相克原理,在同一场战斗中一队轻骑兵可以轻易碾碎4-5队弓箭兵。也就是说每种单位都有自己的优势,而高级兵种会对你的作战计划会带来更多乐趣。一场战斗结束后,我的一队长枪足轻晋升老兵级别。Kieran解释说就像人物的升级一样,你也可以升级更多的单位。这些单位也会减员或者溃败,你需要花几场对战的时间来让他们休整到满编。这样的升级方式毫无疑问的限制了高经验单位连续升级的可能。第二场我没有玩,就不介绍了,但总体来说很有趣,我希望能再玩一会儿。

Tidbits
一些有趣的细节

-Honor will be used to influence AI reactions to you. When you are attacked by an enemy army and you run down all the attackers you will get a boost in honor or if you lead from the front and lead a victorious charge you will gain honor. I’m very excited by this since all your actions in battle will directly effect the AIs reactions toward you for good or ill. Conversely sometimes mercy will be rewarded, when attacking now we can forgo the tedious battlefield cleanup from previous titles since there will be tangible incentives not too.

声望系统将被应用于AI与你的对抗上。当你被敌军攻击时,消灭你的对手,你的声望将增加。而如果你身先士卒并取得胜利后将赢得巨大的声望。这使我很兴奋,你所有的行动将直接影响AI对你的态度。而有时候原谅对手则能得到奖励,我们不必再像以前那样无聊地打扫战场了,那样反而不会得到更多的好处。

-Diplomacy will be much more dynamic and I am very excited by that prospect. With things like diplomatic hostages and such it should open up some difficult choices and some neat strategies.

外交会更加精彩,这非常值得期待。比如外交人质或者诸如此类的东西会增加外交层面选择的难度,并会产生一些绝妙的策略。

-Sea battles will lead directly into land battles when invading. When you attack by sea you will have to fight your way through the enemy fleet and destroy them, at which point you will be able to land on the beaches and take direct command of your land forces to continue the fight. I think it is a good compromise to full out sea and land battles happening al at once.

海战与陆战将同时进行。当你从海上进攻时,你必须要打败敌人的舰队,并让陆军在海岸登陆,然后继续战斗。我认为同时对AI进行海战和陆战是个很好的创意。

-Campaign map elements will be directly represented on battle map

战略地图上的要素将直接反映在战斗中。

-Confirmed that SG2TW will be fully optimized for multi-core systems such as the i5 and i7 series.

幕府2确定将对i5和i7等多核系统进行优化。

-All four seasons will be fully represented on campagin and battle map

四季的变化将完整的展现在战略和战斗地图中。

-No direct Mod tools for the campaign (due to opening up proprietary files) will be released, although Kieran did say that a unit editor will be out soon for Napoleon so I can see that as possibly being implemented for Shogun in the future.

没有针对战役的Mod工具(因为破解问题)发布,不过Kieran说未来将发布一个针对拿破仑的单位编辑器,我猜这也许对幕府也适用。

-In regards to expansions, we know the geopolitical situation isn’t necessarily favorable at the moment so I imagine Korea and China will be hard to implement if at all.

根据经验,我们知道由于政治因素,把韩国和中国加入进来将会很困难。

-The horo (ballonthingy on the back of cav) will only be on the general unit

英雄(除了骑兵之外)仅作为一个将军单位出现。

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