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[日志新闻] Imperator - Development Diary - 10th of December 日志28 战斗部署,损耗

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黄马褂

发表于 2018-12-11 00:04 | 显示全部楼层 |阅读模式
https://forum.paradoxplaza.com/forum/index.php?threads/development-diary-10th-of-december.1136021/
先转日志,之后几天补/转载翻译
有兴趣的也可以帮忙翻译,一定会给奖励的哦


Hello and welcome to this developer diary for Imperator: Rome!

Today I will be returning to our combat mechanics, some of which have been iterated a bit on since we last touched on the subject.


Battles & Deployment​

In the period covered by Imperator, battles were in many ways quite different from periods we cover in our other games. The battle system of its predecessor, Europa Universalis: Rome, did have a unique touch to it with its unit types and their various strengths and weaknesses, but was otherwise more similar to the battle system of the Europa Universalis Games.

In Imperator we have revamped combat in a number of ways to behave more like you would expect from the era, while also giving you greater control over how battles are fought.

First I’d like to refresh some things we have already gone through. Like in EU: Rome battles are fought in phases were a unit will attempt to damage the unit in front of it. If there is no unit immediately facing your unit it can try to damage a unit diagonally adjacent to it. The maneuver rating of each unit type determines how far away it can target a unit on the opposite side (for an overview of unit types see this former diary).

How much damage each unit can deal is dependent on its strength towards the unit it faces. As an example a unit of heavy infantry will deal more damage to light infantry.

Modifiers from Military Traditions and Unit Abilities can further strengthen certain units overall, or in certain terrains, as can well chosen Battle Tactics.


Now for the new stuff



Unlike in its predecessor, there is no second row from which units can deal damage in Imperator:Rome. Instead there is a Primary Frontline and a Secondary Frontline.

The First Frontline will enter battle first, damaging the opposing side until its morale breaks or it suffers enough damage to be eliminated.

The Secondary Frontline will then begin to move forward to become the new front.

On the sides the units designated as Flank units will be deployed, these will first fight and kill the opposing flank, and then start targeting the center if they can (decided by their maneuver value as described above).


In the army interface you will be able to select which unit type you want to be prioritized for First Frontline, Second Frontline and Flank. The preselected choices will depend on your Military Traditions but they can be changed freely by the player or the AI for each army.
The size of the flank can also be set, either 2 cohorts, 5 cohorts or 10 cohorts.
Additionally some unit types are now scripted to be able to deal or take more morale damage or more physical damage, making them more or less suited for each role.



In most cases this means that you might see a first skirmish phase where your Primary Frontline of Archers or Light Infantry try to do as much damage as possible to the other side before their morale breaks and they retreat.

They are then followed by the units of the Second Frontline, potentially composed of heavier units such as Heavy Infantry or/and Elephants.

In an ideal world you might want to deploy something like Horse Archers on the Flanks, with a high maneuver value that would allow them to deal damage far into the center once they have defeated the opposing flank, but you might also go for something specifically to prioritize countering the opposing flank.

Since the choice is free you can to put any type of unit in each of these roles. If you are playing a country with specific bonuses to certain unit types from military traditions, that might change which unit you want to be in which position. If you just want to try something unexpected that is also possible.

When you do not have enough of your preferred unit type for a role the game will fill out with units in order of how high their build cost are.



Apart from being strong against other unit types some units also have modifiers to how much morale damage they take, or deal. Archers take 25% more morale damage for instance, and Heavy Infantry deals more damage to unit strength of the opposing unit.

Battle Indicator​



Like in Europa Universalis or Crusader Kings, Imperator will show an indicator on the map when a battle is expected to occur in a location where two armies are headed.

In Imperator we have added information to this indicator to give a quick view of some of the more relevant combat data of this expected battle. The indicator will change appearance depending on how likely a victory is, and its tooltip will summarize why it predicts a certain result.

Now there are many factors that influence the outcome of a battle, and together with the random elements that can skew a battle result this means that the indication might not always be entirely correct. But it will allow you to quickly gauge your chances of success, and show some of the factors that you would otherwise have to look around in the interface for.

Attrition:​



A constant factor in warfare in this era and up until this day is the non-combat related losses in a conflict. Armies moving through hostile territory, or just areas unable to support them in general, will often suffer as many, often more, than ones directly involved in combat.

As in other Grand Strategy Games such as Crusader Kings and Europa Universalis locations in Imperator will have a supply limit (shown as a value next to the cauldron in the screenshot above), which is the size of army that the land can support without suffering attrition.

Weather and hostile terrain can also directly increase attrition of present armies. An army in a desert city will always suffer 1% attrition from it, as will armies in locations with harsh winter. Base Attrition is shown by the Skull in the province interface above.

Together with the mountain passes, roads and other features of the map this means that you will have to pay closer attention to the map when on campaign. Minimum attrition means that an unsafe route might be more punishing than what you are used to. The automatic path-finding will prefer shorter movement times and low attrition when possible, but at times you might want to cross that desert to reach the battlefield you want.


That was all for today! Next week I will be back with some more information on Trade, Diplomacy and regional information about the starting situation in the British Isles.

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新兵勋章

发表于 2018-12-11 15:46 | 显示全部楼层
沙发
感谢大佬,搬运辛苦了
英语渣还是默默等翻译吧

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黄马褂

 楼主| 发表于 2018-12-11 23:02 | 显示全部楼层
(感谢贴吧凌风傲决的翻译


大家好!欢迎来到新一篇的帝皇:罗马开发日志!

今天我们会重新回到我们的战斗机制讲解,其中的一些内容会与我们上一次关于战斗机制的讲解有些重复。

战斗与部署

在帝皇:罗马所涉及的年代,战斗在很多方面上与我们其他游戏所覆盖的年代很不一样。前作欧陆:罗马的战斗系统,通过独特的兵种及其优缺点对该时期的战斗有所涉及,但是其他方面大致与欧陆风云类似。


在本作,我们在许多方面上重做了战斗系统,使它能够更加符合你在这个时代所期待的作战方式,同时也会使它给你对如何作战有更多的控制。


首先我们想回顾一下我们之前已经谈到过的内容。类似于欧陆:罗马,战斗由单位试图对他面前的单位造成伤害的数个阶段组成。如果你的单位面前没有单位,他会尝试对相邻斜对面的单位造成伤害。不同单位的机动属性决定了他们能够攻击到对方多远的单位。(对于不同的单位种类可以参考之前的日志)

单位能造成多少伤害取决于他和他面前单位的力量对比。例如一个重型步兵单位能对轻步兵造成更多伤害。

军事传统带来的修正和单位能力可以进一步全面强化某些兵种,或某些地形上的战斗力。选择某些作战战术也有这个效果。
接下来是新内容。

与前作不同的是,统治者:罗马中没有可以直接造成伤害的后排,取而代之的是初始前排(Primary Frontline)和第二前排(Secondary Frontline)。

初始前排会先进入战斗,对他对面的单位造成伤害,直到他士气崩溃或承受了足以被歼灭的伤害。第二前排在这之后会前移成为新的前排。

在两侧,被指定为侧翼单位(Flank units)的单位会被部署,这些单位会先与对方侧翼单位作战并杀掉对方,然后才会对位于中间的单位发动进攻,如果他们的机动属性允许的话。


在军队界面,你可以选择你想指定哪一种单位优先作为初始前排,第二前排和侧翼单位。预设的选项基于你的军事传统,但每个部队的安排都可以由玩家或AI自由地更改。

侧翼部队的规模也可以设置为2个,5个或10个。

另外,有些单位种类现在被设定为可以造成或承受更多的士气伤害或杀伤,这是他们更加适合或不适合某个部署。


除了对其他种类的单位有克制之外,某些单位也有造成或承受士气伤害的修正。比如弓兵能够额外承受25%的士气伤害,而重型步兵则能够对克制兵种造成额外的伤害。


战斗信息栏

类似于欧陆风云或十字军之王,本作也会在地图上显示出当两支部队向某地移动时,战斗会在何时发生。

在本作当中,我们还加入了一些其他信息来提供一些关于这场战斗更加相关的简略战斗信息。信息栏会根据胜利的可能性改变外观,同时下面也会列出预测的根据。

现在有许多因素会影响战斗的结果,其他一些随机因素也会改变战斗结果,这意味着信息栏所提供的预测不一定是完全准确的。但它可以帮你快速地预览胜利的可能性,并展示一些之前你需要去其他界面查看的因素。


损耗

非战斗减员因素从统治者的时代,一直到现在,一直都是一个部队损失的因素。部队在地方领土上或者仅仅是没办法支援的区域上移动,通常会受到等同于战斗甚至更多的损失。

如同其他大战略游戏,比如欧陆风云和十字军之王一样,本作中的地区有一个补给上限(在下面的截图上那个大锅图标旁边的数字),代表了这个地区能容纳的不承受损耗的部队规模上限。

天气和地方领土会直接增加位于这个地区部队的损耗。在沙漠城市中的部队会总是承受1%的损耗,处于严酷的冬天的地区也是如此。基础损耗显示在省份界面的骷髅图标旁边。

算上翻山,道路以及地图的其他内容,这意味着你需要在战役之中更加注意地图。最低损耗意味着一条不安全的路径会比你通常使用的惩罚更高。自动寻路会优先选择移动时间更短且损耗更低的路线,但有时你可能想穿越沙漠,直达你想要的战斗地点。


以上就是今天的全部内容!下周我们会带来一些关于贸易,外交以及不列颠群岛起始状况的内容。

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P社游戏达人	大设计师勋章国庆节建军节植树节建国日勋章

发表于 2018-12-13 11:12 | 显示全部楼层
终于不是一个地区+机制了,看来差不多3、4月份出应该是没错的
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P社游戏达人	大设计师勋章国庆节建军节植树节建国日勋章

发表于 2018-12-13 16:05 | 显示全部楼层
·另外,这篇日志有个问题,远程部队的机制是怎样的?不能在后排造成伤害难道直接放前排正面刚重步兵?
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发表于 2018-12-14 11:31 | 显示全部楼层
可能是接触阶段第一排散兵交战,第二排肉搏阶段加入?
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发表于 2018-12-14 12:39 | 显示全部楼层
看日志应该是取消了后排的输出,现在只有接敌才有输出,远程的部署有三个选择,侧翼前排后排,但都无法在不承受伤害的前提下输出,这个不太真实
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发表于 2018-12-14 17:31 | 显示全部楼层
看第一张图的军队部署,发现后排在刚开始交战时不显示在面板上,说明等前排打完后才会有输出,另外双方的远程都被安排在了中央前排,猜测这个前排交完战后排才输出的机制是为了模拟那个时代先远程试探然后近战肉搏的特点,如果双方都把远程放在前排倒是能比老机制更接近真实的战斗,如果不这么部署那就比较奇幻
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发表于 2018-12-14 20:15 来自手机 | 显示全部楼层
继业者战争时代的远程兵种都是战前前排输出然后往后撤或者是侧翼和骑兵一起
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发表于 2018-12-14 20:15 来自手机 | 显示全部楼层
玩过罗马2的远程兵种不都是这样用的吗?
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发表于 2018-12-15 14:57 | 显示全部楼层
远程应该是和CK一样吧,第一阶段输出强,其他阶段输出弱

又或者是根本没有远程单位的分别?
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P社游戏达人	大设计师勋章国庆节建军节植树节建国日勋章

发表于 2018-12-17 17:05 | 显示全部楼层
guqi5 发表于 2018-12-14 17:31
看第一张图的军队部署,发现后排在刚开始交战时不显示在面板上,说明等前排打完后才会有输出,另外双方的远 ...

但日志里说,“初始前排会先进入战斗,对他对面的单位造成伤害,直到他士气崩溃或承受了足以被歼灭的伤害。第二前排在这之后会前移成为新的前排。”    这样没办法模拟远程在试探性进攻后躲到后排和侧翼啊......
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P社游戏达人	大设计师勋章国庆节建军节植树节建国日勋章

发表于 2018-12-17 17:07 | 显示全部楼层
而且“没有可以直接造成伤害的后排,”也不符合当时的情况。由于标枪的抛物线比较低,是很难在后排造成伤害的,但投石和弓箭抛物线比较高,所以有经验的射手是很容易跨过一列甚至两列造成伤害的
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发表于 2018-12-18 13:47 | 显示全部楼层
P社的战斗就不要指望太多了,能慢慢改进,让玩家有更多参与感就可以了
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