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[日志新闻] Imperator - Development Diary - 25th of March 2019 日志43 战斗机制与战术变动

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黄马褂

发表于 2019-3-25 23:23 | 显示全部楼层 |阅读模式
本帖最后由 cools0812 于 2019-3-26 22:17 编辑

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-25th-of-march-2019.1162743/


Hello and welcome to another Development Diary for Imperator: Rome!

Today’s diary will be focused once again on warfare, and many of the considerations you face when conducting military operations in the game beyond those covered in the diary on Battles.

In many ways Imperator benefits from the many games before it here, and most of the things I will cover today are things that will be familiar to players of our other games.


Shattered Retreat
​


Shattered retreat is a concept present in other Paradox games such as Europa Universalis, and what it means is that a defeated army can retreat all the way to a safe location without it being possible to intercept it, and without it being possible for the owner of the army to abort the retreat.

In Imperator a Shattered Retreat is not only initiated as the result of a lost battle, it can also be initiated at any time by pressing the “Full Retreat” button in the army interface. This also allows an army that becomes trapped in the Zone of Control of enemy forts to retreat back to friendly territory.

Relieving Besieged Forts
​

(Here we can see the valiant Bhoja coming to relieve one of their forts which is currently being besieged by Maurya troops. The Bhoja army is treated as the defender and the Maurya army gets the terrain penalty from the fort being built on a hill)

Throughout history fortifications have been built on the most defensible locations, making use of mountains, passes, hills and just about any static defense feature. This would not only help the defenders, it also often strengthens any attempt to relieve the besieged city, as the besieging army might find itself pegged between the relieving force and the fortifications.

To facilitate this behavior, and to make it important to protect your besieging armies, Imperator will treat any army that is attacked while performing a siege as the offensive side, meaning that it is always the relieving force that gets the bonuses from defensible terrain, even if the besieging force was in position first.


Movement Lock

​

While an object can be at any point between two cities in real life, in the game it can only ever be in one of the drawn locations on the map (ie in one City on our map). While this works fine for many purposes it does become a problem with army movement. As in all our games an army has to stay in the location where it started until it finishes moving towards its destination, and only then it will transfer to the new location. This means that if you interrupt a movement order between Rome and Ostia, the army will not be somewhere between Rome and Ostia, as it would in real life, but instead it will be standing in Rome, ready for new adventures.

To get around this problem, and avoiding the silliness of last minute aborting of movement in warfare, movement will be locked and impossible to interrupt or change once you have progressed more than 50% of the way to a new location. New orders can still be given, but these will be queued after the army has reached the adjacent location it was headed towards.

Assuming Control of a Siege
​


If more than one army is partaking in the siege of the same city, and you are the war leader, or overlord of the country that leads the siege, you can assume leadership of the siege. Ensuring that it will be you who decides when to storm the fort, and that it is you who will gain control of the city once it falls.


Attaching
​


When your army alone isn’t large enough to defeat the enemy you might want to have it shadow every move of an allied army, and sometimes you may want to allow your allies and subject to follow one of your armies. The army interface has a toggle for allowing allied troops to attach to your army, as well as a button to attach your army to another army that you share location with to automate this behavior.

Transfer Occupation
​


Securing the territory you want is the goal of most wars, but in the chaos of a war with many participants it is not always going to be the country that occupies a city that want to annex it in the upcoming peace treaty. To facilitate prettier borders and cooperation between allies, we have a button in the province view with which you can transfer the occupation to any country that is on your side in the ongoing war.

AI subjects will also make use of this to ensure you can demand what you are due in a peace treaty (and so will allies, unless they want the land themselves).


Changes to Combat Tactics
​

Finally a word on Military Tactics. While the system as described in the diary from in October created interesting situations where you are rewarded from trying to predict your opponent's choice of tactics, there were some issues we had with it.

This choice was in many cases quite random since it did not interact with the army composition at all. Having separate sets of offensive and defensive tactics also turned out to be a lot to keep in mind at all times.
The tactics system also overlapped with some of the unique unit abilities from the Military Tradition trees, which were also generally what one would expect to find under the umbrella of Combat Tactics.

For these reasons we have implemented a number of changes to the Tactics system (changes pioneered by @Groogy ).

  • There are no longer both defensive and offensive tactics, instead you pick one for your army and it will apply whether you are the attacker or defender.
  • While the bonus or penalty tactics provide is still dependent on how well they work against the tactic chosen by the opposing side, their efficiency is now dependent on the composition of your army.
  • The unique stances from Military Traditions have now been reworked into Combat Tactics that you unlock, with slightly higher bonuses and different matchings than the base ones (but like all tactics they have to be matched with one that is vulnerable to have an effect).


​

At maximum efficiency the generic Combat Tactics currently confer a 20% bonus, with unlockable Tactics from traditions adding another possible 5%. All generic Tactics will have unlockable tactics that they are more efficient against, and more vulnerable too, and vice versa.
​

​


As an example the unlockable Phalanx tactic is particularly effective against the Shock Action tactic but how much of a bonus you get out of it will depend on how suited your army is to perform it, in the example above it amounts to 9.7%

This new system still keeps the element of attempting to predict your opponent's choice of tactics while at the same time adding to the equation that certain tactics are more efficient depending on your army composition.

​

(In the above battle the Seleucids have picked the Phalanx tactic which is efficient against the Shock Action tactic chosen by the Antigonid. Since the Seleucid troop composition matches the ideal for their chosen tactic reasonably well they are able to )

That was all for this week. I will be back next Monday for another development diary, this time focusing on Barbarians, and the various ways you have to handle them

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黄马褂

 楼主| 发表于 2019-3-26 22:16 | 显示全部楼层
牧游社 牧有汉化翻译

Imperator - Development Diary - 25th of March 2019
Trin Tragula, Imperator

Hello and welcome to another Development Diary for Imperator: Rome!
大家吼,欢迎来到帝皇:罗马的又一篇开发日志!

Today's diary will be focused once again on warfare, and many of the considerations you face when conducting military operations in the game beyond those covered in the diary on Battles.
今天的日志主题又是战争相关,以及各位玩家在采取军事行动时需要考虑的许多要素,这些内容可是之前那篇关于战斗的日志没有提到过的。

In many ways Imperator benefits from the many games before it here, and most of the things I will cover today are things that will be familiar to players of our other games.
帝皇:罗马在许多方面都受益于它的许多前辈游戏,而我今天提到的许多内容对于我们其它游戏的玩家来说都很熟悉。

Shattered Retreat
溃散撤退


Shattered retreat is a concept present in other Paradox games such as Europa Universalis, and what it means is that a defeated army can retreat all the way to a safe location of its own choice in your own territory without it being possible to intercept it.
溃散撤退这一概念也存在于例如欧陆风云之类的P社游戏中,它代表着被击败的部队可以一路逃亡至其自行选择的位于你领土上的安全地点,而不受任何截击。

It is also not possible for the owner of the army to choose the destination or to abort the retreat or change its destination after the army has shattered.
同时,部队的所有者也不可能选择撤退的目的地,或是终止撤退,或是在部队溃散后再改变其撤退的目的地。

In Imperator a Shattered Retreat is not only initiated as the result of a lost battle, it can also be initiated at any time by pressing the "Full Retreat" button in the army interface. This also allows an army that becomes trapped in the Zone of Control of enemy forts to retreat back to friendly territory.
在帝皇:罗马中,溃散撤退不仅会作为战斗失败后的被动行为,而且可以在任何时间点点选部队界面的“全面撤退Full Retreat”按钮来启动。这也能让被困在敌方要塞控制区域的部队撤退至友方领土。

Relieving Besieged Forts
救援被围要塞


(Here we can see the valiant Bhoja coming to relieve one of their forts which is currently being besieged by Maurya troops. The Bhoja army is treated as the defender and the Maurya army gets the terrain penalty from the fort being built on a hill)
(在图例里我们可以看到勇猛的钵迦前往救援被孔雀王朝部队围攻的本国要塞。钵迦部队在此战中被判定为防守方,而孔雀王朝军则受到由于要塞建于丘陵而带来的地形惩罚。)

Throughout history fortifications have been built on the most defensible locations, making use of mountains, passes, hills and just about any static defense feature. This would not only help the defenders, it also often strengthens any attempt to relieve the besieged city, as the besieging army might find itself pegged between the relieving force and the fortifications.
在历史长河中,防御工事大多建在最易守的地形位置上,并妥善利用山脉、隘口、丘陵以及几乎一切能够借助的静态防御要素。这不仅能帮助防守方守住要地,也有助于任何试图救援被围城市的行动,使围城方受援军和守军的夹击。

To facilitate this behavior, and to make it important to protect your besieging armies, Imperator will treat any army that is attacked while performing a siege as the offensive side, meaning that it is always the relieving force that gets the bonuses from defensible terrain, even if the besieging force was in position first.
为了提高其重要性,也为让玩家重视如何保护围城部队,帝皇:罗马将会判定任何在进行围城时遭攻击的部队为进攻方,意味着获得地形防御加成的永远会是援军,即使围城方的军队先到达这个地方。

Movement Lock
移动锁定


While an object can be at any point between two cities in real life, in the game it can only ever be in one of the drawn locations on the map (ie in one City on our map). While this works fine for many purposes it does become a problem with army movement. As in all our games an army has to stay in the location where it started until it finishes moving towards its destination, and only then it will transfer to the new location. This means that if you interrupt a movement order between Rome and Ostia, the army will not be somewhere between Rome and Ostia, as it would in real life, but instead it will be standing in Rome, ready for new adventures.
尽管现实中某个事物可能处于两个城市间任意一点上,游戏中这个点只能是地图上标画出的一个固定位置(比如地图上的某个城市地点)。虽然这一机制有许多方面的好处,但它确实对部队的移动造成了不小问题。原因在于,我社所有游戏中一支部队判定在完成向目的地的移动之前都呆在出发原地,而且只会在完成路径后抵达新地点。也就是说如果玩家中途打断自罗马前往奥斯蒂亚的移动命令的话,该部队不会像现实中那样在此刻身处罗马与奥斯蒂亚间某地,而是还待在罗马,准备踏上新的征途。

To get around this problem, and avoiding the silliness of last minute aborting of movement in warfare, movement will be locked and impossible to interrupt or change once you have progressed more than 50% of the way to a new location. New orders can still be given, but these will be queued after the army has reached the adjacent location it was headed towards.
为了应对这个问题,同时避免战争中的最后一秒放弃移动的蠢事,移动进度在进行50%以上后就会锁定且无法干预或更改。当然,玩家还能给部队下命令,但这些命令的优先级会排在部队抵达临近目的地之后了。

Assuming Control of a Siege
获取围城控制权


If more than one army is partaking in the siege of the same city, and you are the war leader, or overlord of the country that leads the siege, you can assume leadership of the siege. Ensuring that it will be you who decides when to storm the fort, and that it is you who will gain control of the city once it falls.
如果多于一支部队正在参与对同一城市的围攻,而玩家是战争领袖或当前围城指挥国的宗主国,便可获取围城指挥权。这能够确保是由玩家本人来决定什么时候强攻要塞,并在城市陷落后由玩家自己获得控制权。

Attaching
跟随


When your army alone isn't large enough to defeat the enemy you might want to have it shadow every move of an allied army, and sometimes you may want to allow your allies and subject to follow one of your armies. The army interface has a toggle for allowing allied troops to attach to your army, as well as a button to attach your army to another army that you share location with to automate this behavior.
当玩家自己的部队规模不够不足以击败敌军的时候,或许选择让部队跟随一支友军的一举一动是个更好的选择,有时玩家也会想允许盟国或附属国跟随自己的某支部队。部队界面有一个是否允许友军跟随本国部队的切换按钮,以及是否允许本国部队跟随同一位置的另一支友军的切换按钮,以自动化此类行动。

Transfer Occupation
转移占领


Securing the territory you want is the goal of most wars, but in the chaos of a war with many participants it is not always going to be the country that occupies a city that want to annex it in the upcoming peace treaty. To facilitate prettier borders and cooperation between allies, we have a button in the province view with which you can transfer the occupation to any country that is on your side in the ongoing war.
大多数战争的目标都是要确保拿到想要的土地,然而在有很多参战国的大混战之中,占领了某一城市的国家并不一定是想在和谈时吞并这个城市的那个国家。为了使边界更加美观,以及协调盟友间的合作,我们在省份界面添加了一个按钮,可以借此把占领区的控制权转交给任何与你在战争同一方的国家。

AI subjects will also make use of this to ensure you can demand what you are due in a peace treaty (and so will allies, unless they want the land themselves).
AI附庸国也会使用这个功能来确保你在和谈中能得到想要的省份(盟友也会这样做,除非它们自己也想要这个省份)。

Changes to Combat Tactics
战术的一些修改


Finally a word on Military Tactics. While the system as described in the diary from in October created interesting situations where you are rewarded from trying to predict your opponent's choice of tactics, there were some issues we had with it.
终于可以讲讲军事战术了。在去年十月份的日志中我们曾经介绍过这个系统,你可以尝试预测对手对战术的选择从而得利;这样虽然很有趣,但是这个系统中有些问题。

This choice was in many cases quite random since it did not interact with the army composition at all. Having separate sets of offensive and defensive tactics also turned out to be a lot to keep in mind at all times.
战术的选择常常是相当随机的,因为它与军队的组成完全无关。玩家也很难一直记住好几套不同的攻防战术。

The tactics system also overlapped with some of the unique unit abilities from the Military Tradition trees, which were also generally what one would expect to find under the umbrella of Combat Tactics.
战术系统与军事传统树提供的独有的部队能力Unit Abilities也有重叠,总的来说,这些特殊能力也应该是从属于战术Combat Tactics系统的。

For these reasons we have implemented a number of changes to the Tactics system (changes pioneered by @Groogy ).
因此,我们已经对战术系统进行了一些改动(由@Groogy倡议)。

1. There are no longer both defensive and offensive tactics, instead you pick one for your army and it will apply whether you are the attacker or defender.
1、现在,防御战术与攻击战术之间不再有区分了;你只需要为军队选择一个战术,不管你是攻击方还是防御方,这个战术都会适用。

2. While the bonus or penalty tactics provide is still dependent on how well they work against the tactic chosen by the opposing side, their efficiency is now dependent on the composition of your army.
2、现在战术提供的奖励和惩罚仍然取决于它对抗对方战术是否有效;虽然如此,战术的效率现在取决于你军队的组成。

3. The unique stances from Military Traditions have now been reworked into Combat Tactics that you unlock, with slightly higher bonuses and different matchings than the base ones (but like all tactics they have to be matched with one that is vulnerable to have an effect).
3、由军事传统提供的特殊能力现在已经重做进了需要解锁的战术系统。现在这些能力的加成会稍微更高一些,与基础的战术有不同的优劣匹配(但像所有别的战术一样,它们对抗克制的战术会更加有效)。


At maximum efficiency the generic Combat Tactics currently confer a 20% bonus, with unlockable Tactics from traditions adding another possible 5%. All generic Tactics will have unlockable tactics that they are more efficient against, and more vulnerable too, and vice versa.
发挥最大效率时,作战战术通常可以提供20%的增益效果,军事传统中提供的战术能提供额外5%的加成(最高25%)。所有通用战术都有可解锁战术,其对抗某种战术更有效率,面对某些战术则更加脆弱,反之亦然。


As an example the unlockable Phalanx tactic is particularly effective against the Shock Action tactic but how much of a bonus you get out of it will depend on how suited your army is to perform it, in the example above it amounts to 9.7%
例如,可解锁的方阵Phalanx战术对抗突击Shock Action战术格外有效,但是具体能有多少增益取决于你军队是否适合实施该战术,在上例中,增益为9.7%。

This new system still keeps the element of attempting to predict your opponent's choice of tactics while at the same time adding to the equation that certain tactics are more efficient depending on your army composition.
在这个新系统之中,仍然保有尝试预测对手战术选择的要素,同时我们又给这个公式加入了战术效率与军队组成相关的要素。


(In the above battle the Seleucids have picked the Phalanx tactic which is efficient against the Shock Action tactic chosen by the Antigonid. Since the Seleucid troop composition matches the ideal for their chosen tactic reasonably well they are able to )
(在上图的战斗中,塞琉古军队选择了方阵战术,这个战术对抗安提柯军队选择的突击战术更加有效。因为塞琉古军队的组成与战术的理想要求相当匹配。)

That was all for this week. I will be back next Monday for another development diary, this time focusing on Barbarians, and the various ways you have to handle them.
这就是本周的全部内容啦。我会在下周一带来下一篇开发日志。下周的关注重点是蛮族,以及处理蛮族的不同方式。


翻译:zzztotoso 一个幽灵
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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 2019-3-27 12:32 | 显示全部楼层
看来罗马融入了之前不少游戏的优秀之处,有望成为p社的又一款扛鼎之作
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