Imperator - Development Diary #21 - 22nd of October 2018 开发日志21 - 战斗战术
Hello and welcome to the 21st development diary for Imperator. This time we’ll go into how land-combat works in the game, and talk about Combat Tactics.大家好欢迎来到罗马的第21篇开发日志。这次我们要解释游戏中的陆军战斗如何进行,和战术机制。
https://forum.paradoxplaza.com/forum/index.php?attachments/parthian-png.412405/
Combat
战斗
Combat in Imperator occurs when two armies is in the same city. The army first in the city is considered the defender, unless the other side has control over fortifications in the province.
当两支敌对的军队在同一座城市相遇时,就会发生战斗。除非一方控制着这个行省的防御设施,先抵达这座城市的一方会被视为防御方。
The battlefield have 60 different positions for each side, as well as a reserve where cohorts currently not fighting will be. Armies will be organised with infantry in the middle, cavalry on the flanks and ranged support in the backline when possible.
战斗上每方有60个不同的位置,以及一个预备队,没有投入战斗的大队会出现在这里。战斗时军队的步兵会处在中间,骑兵在两翼,远程兵种在后排。
Each day, each unit will fire on one target in front of them, or towards the side, if they have a high enough flanking ability.
每天,每个单位都会选择一个敌方单位开火,默认目标是在前方的敌方单位,如果单位兵种有足够的侧翼包抄能力,就可以选择侧面的目标攻击。
Damage is determined by adding up the dice with the combat modifiers from terrain and leaders, where a total of 0 or below gives 2% damage, and the maximum of 15 from terrain and dice gives 30% of damage.
攻击伤害由投骰子和来自地形和将领的战斗加成来决定,这些值加起来为0时输出2%的伤害,最大值15时输出30%伤害。
The impact of diceroll on a battle is far less in Imperator than games like V2, EU4 and CK2, as the range of dice is smaller with just a 1d6 being rolled, rather than the usual 1d10.
本作中骰子数值的影响远小于在V2,EU4和CK2中的情况,这些旧作中骰子数值是1-10,本作仅为1-6。
Crossing a river, or doing a naval landing, gives -1 to the attacker.
跨河/两栖登陆给攻击方-1减成。
Mountains gives +2 to the defender, while Hills, March and Forests gives +1 to the defender.
山地给防御方+2,丘陵,沼泽和森林给防御方+1。
Leaders impact combat as well, with the difference in martial giving a bonus to the one with the highest martial.
将领也影响战斗,战斗双方中将领武力值更高的一方获得加成。
Then the damage value is modified by the following before being applied to the target. (Please note that all damage is done after the round of combat is calculated, so it’s not beneficial to fire first.)
伤害数值在输出到目标身上之前还要经过如下修正:(请注意伤害是每回合结束后统一计算的,并没有先开火者赢的说法)
If you are firing from the back line, you are basically at 50% efficiency.
后排开火的伤害效率是50%。
The attacking units discipline is a positive modifier for damage, and this discipline can be either the country, or individual modifiers of discipline down to cohort., and loyal regiments will do slightly more damage.
攻击方单位的训练度对伤害起到加深作用,训练度加成可以是全国加成,也可以是单独大队的加成,对个人忠诚的大队能输出更多伤害。
Each type of unit can also have bonuses for fighting better or worse when doing damage or receiving damage, and also for fighting in certain terrains. Of course, they could also have generic bonuses that makes them all around better or worse.
每类单位的加成可以让他们在输出或者承受伤害时的战斗效率更高,也可以提升他们在特定地形的战斗效率。当然,也存在全面提升他们总体战斗效率的加成。
Some units perform better versus other types, where Chariots are good versus Light Infantry but bad versus Heavy Infantry.
有些单位对付特定敌人类型有奇效,比如战车克制轻步兵,被重步兵克制。
And then the comparison of the combat tactics between the opposing forces.
还有战斗双方的战术也会影响战斗的结果。
The experience a unit has reduces how much damage that unit takes.
单位拥有的经验减少他们要承受的伤害。
Then this damage is multiplied by a value to scale damage so combat lasts over a desired amount of ticks.
然后伤害数字要和一个系数相乘,让战斗能持续足够长的时间。
Combat Tactics
战术
One of the more major difference-makers in combat is the tactics. For each army you can determine one offensive and defensive tactic, which each has 1 they are great versus, and 1 they are bad versus.
本作一个较大的战斗变量是战术。每支军队可以设置一种防御战术和进攻战术,每种战术都克制一种对应战术,也被一种对应战术克制。
The offensive tactic is used if you are the ATTACKER in a battle, and the defensive tactic is used if you are not the attacker.
战斗中的攻击方会使用选择的进攻战术,防御方使用选择的防御战术。
https://forumcontent.paradoxplaza.com/public/399757/battlewtooltip.PNG
Offensive Tactics
进攻战术
All Out Assault
全面突击
+30% versus Withdraw
+20% versus Probing Counter Attack
-20% versus Hard Defence
Both sides takes +10% casualties.
+30%对 撤退
+20%对 试探性反击
-20%对 静态防御
Frontal Assault
正面突击
+20% versus Withdraw
+10% versus Probing Counter Attack
-10% versus Hard Defence
+20%对 撤退
+10%对试探性反击
-10%对 静态防御
Outflanking Attack
包抄进攻
+10% versus Strong Counter Attack
-10% versus Mobile Defence
+10%对 强力反击
-10%对 机动防御
Echelon Attack
梯次进攻
+10% versus Mobile Defence
-10% versus Probing Counter Attack
+10%对 机动防御
-10%对 试探性反击
Probing Attack
试探性进攻
-10% versus Strong Counter Attack
+10% versus Hard Defence
Both sides takes 25% less casualties
-10%对强力反击
+10%静态防御
Defensive Tactics
防御战术
Strong Counter Attack
强力反击
+10% versus Probing Attack
-10% versus Outflanking Attack
+10%对 试探性进攻
-10%对 侧翼包抄进攻
Probing Counter Attack
试探性反击
+10% versus Echelon Attack
-10% All Out Assault
-10% Frontal Assault
+10%对 梯次进攻
-10%对 全面突击
-10%对 正面突击
Hard Defence
静态防御
+10% All Out Assault
+10% Frontal Assault
-10% Probing Attack
+10%对 全面突击
+10% 对 正面突击
-10%对 试探性进攻
Mobile Defence
机动防御
+10% Outflanking Attack
-10% Echelon Attack
+10% 对 包抄进攻
-10%对 梯次进攻
Withdraw
Both sides takes -25% casualties.
撤退
双方承受伤亡减少-25%。
Stay tuned, next week, Trin Tragula will be writing a bit about the game..
敬请期待下周Trin Tragula准备的日志.....
果然还是骰子大战 这。。。。。和《剪刀石头布》有什么区别??? 这不就是ck2和eu4战斗加在一起再改了一点点吗?果然蠢驴! 这个战术能MODING吗,能的话可以改一些历史战术出来,例如斜击、砧板、环形骑射阵等等 数量压倒一切! 民兵拆飞机? 这个战术的设定还是挺有意思的,有ck+eu的既视感,不知道能否模拟坎宁那种防守反击反包围的战例 怀念eu4早期版本的同一省份多种地形的设定~比战争艺术dlc简化为单一地形有意思 这个和其他P社游戏不是一样吗 果然还是欧陆风云那一套{:4_169:}
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