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羅馬2全面戰(zhàn)爭簡單評(píng)測

來源:樂游整理 日期:2013/9/3 11:03:13 作者:樂游
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[樂游網(wǎng)導(dǎo)讀]今天是羅馬2全面戰(zhàn)爭解鎖的日子,下午3點(diǎn)鐘正式解鎖,到時(shí)候眾多羅馬迷們就可以正式的上手這款游戲了。

今天是羅馬2全面戰(zhàn)爭解鎖的日子,下午3點(diǎn)鐘正式解鎖,到時(shí)候眾多羅馬迷們就可以正式的上手這款游戲了,下面是游戲的評(píng)測,有興趣的玩家可以參考一下。

簡單評(píng)測

先說幾個(gè)大家關(guān)注的問題:游戲的UI界面,外交,經(jīng)濟(jì),陸戰(zhàn),動(dòng)作細(xì)節(jié)都得到了長足的提高;不要相信任何人,勾心斗角的政治時(shí)代;不足之處,糟糕的海戰(zhàn),上一代的部分不讓人滿意的AI舉動(dòng)(小規(guī)模部隊(duì)等);低端機(jī)器可能會(huì)比較悲劇,沒有那么親民;高端機(jī)器會(huì)比較享受游戲。

游戲時(shí)間:50+小時(shí)

評(píng)分:85分,是全戰(zhàn)系列的上乘之作。

Generals are vital resources in Rome 2. Previously, you could raise tiny armies of a couple of troops and a leader would be picked from their ranks. Now troops cannot move at all unless they have a general, and the number of generals you can have is limited by the size of your empire. The legions they command are also persistent entities that can gain stat-buffing ‘military tradition’ affixes over time. It’s a significant shift that affects everything from how armies are constructed to how territories operate on the strategic map. Territories are now grouped into ‘provinces’ which can be boosted by production-boosting edicts if you own them entirely (useful for swift social engineering in the face of food shortage), and your cities’ buildings now have province-wide effects. Construct a high-grade military training building in Rome and the troops you unlock can be recruited from anywhere within the Italia region. New units are now recruited by generals in the field, sparing them the long walk from their barracks to the battlefield.

將軍在羅馬2中將是一個(gè)非常重要的角色。前作里面,你可以在一小支通過升級(jí)的軍隊(duì)里面挑選將軍。現(xiàn)在部隊(duì)除非有將軍領(lǐng)導(dǎo),否者不能移動(dòng),而且將軍的數(shù)量也被限制,根據(jù)你的帝國的等級(jí)。隨著時(shí)間的過去,被將領(lǐng)領(lǐng)導(dǎo)的軍隊(duì)還能夠獲得厲害的軍團(tuán)傳統(tǒng)。這是一個(gè)重大轉(zhuǎn)變,影響從軍隊(duì)如何構(gòu)造地區(qū)如何操作戰(zhàn)略地圖。領(lǐng)土以省份的形式呈現(xiàn),如果你能占領(lǐng)該省份的所有城市,則可以發(fā)布重要的諭令(可以快速的產(chǎn)出糧食——面對(duì)食物短缺的麻煩)。現(xiàn)在城市建筑可以影響到全省。在羅馬建造一個(gè)高級(jí)的軍事訓(xùn)練建筑,你可以在意大利的任何區(qū)域都能招募到高級(jí)軍種。新的單位通過將領(lǐng)在野外召集,而不用千里迢迢的從軍營趕來。

Armies are also more flexible thanks to a variety of stances, which can let them move extremely quickly with ‘forced march’, create a wooden outpost at their location with ‘fortify’, or lay an ambush on the strategic map. The map has been designed with these stances in mind, so you can dominate large regions with clever use of choke points. Alliances are now extremely worthwhile as well. Allied and client states (who will sit quietly and pay you a tithe every turn in exchange for their lives) contribute to your settlement count for victory conditions, and you can poke your pro-active pals in the right direction with a new diplomacy option that lets you target settlements you want taken.

軍隊(duì)更加多樣化,要?dú)w功于軍隊(duì)多樣化的姿態(tài)。可以讓他們以“急行軍”指令快速行軍,建造野外軍營通過指令“筑營”,或者是在戰(zhàn)略地圖上設(shè)下埋伏。這樣有利于玩家更好的控制大片區(qū)域。同盟將會(huì)更加值得建立,可以每回合給你交保護(hù)費(fèi),還可以在地圖上指定開戰(zhàn)位置,讓他們作為仆從軍加入戰(zhàn)斗。

Rome 2′s battles are stunning. Great attention has been lavished on making troops more responsive. If a unit is under fire they’ll lift up their shields, and the incoming projectiles will turn them into wooden porcupines. They’ll erupt into rowdy celebration when they rout a unit, and you’ll see the exhaustion of the fleeing enemies in their gait. A cinematic battle-cam puts you right into the melee, where you’ll hear men yelling to each other and see differences in the way units fight. Praetorians use their huge shields to haul barbarians over and behind them to be stabbed by supporting ranks. Attack dogs, released from their handlers, tear into a fight with terrifying speed and drag down opponents with a flying bite to the arm. If you encounter an exotic unit you like, you might be able to recruit them as mercenaries for a high ongoing cost. Mercenaries are the only troops you can hire in enemy territory, but Romans can construct auxiliary barracks that will let you recruit other factions’ units properly. This reflects how the Roman army historically used foreign troops and encouraging a sort of military tourism. I’m still on a quest to unite elephants and Celtic skirmishers in the same army.

Battlefields are better, too. They vary hugely depending on weather conditions and location, and are enhanced by the new line of sight system. If your troops can’t see an enemy, nor can you, which means every undulation can hide an enemy unit if you don’t scout a little. The resulting guessing game keeps the marching portion of the fight interesting and makes fights feel faster. The new engine also allows for proper cities. Major capitals like Rome and Carthage have their own spectacular custom-made maps, and there are variations in the wider world for land and coastal towns, which also vary completely in style and structure depending on their cultural origin. Celtic hill-forts are tiered, earthy formations contained by wooden walls. Romans prefer sheets of white stone and traditional tower fortifications. One settlement in each province will be fortified with walls and require a siege to break, which you can do with equipment like ladders and tortoises built at the siege location.

羅馬2的戰(zhàn)斗是很棒的!大量的工作被投入到讓軍隊(duì)反應(yīng)更靈敏。如果軍隊(duì)正遭受弓箭襲擊,他們會(huì)舉起盾牌,箭矢紛紛落下,讓他們看起來就像木頭的豪豬。他們擊潰對(duì)手后,會(huì)爆發(fā)歡呼。你可以看到逃跑的部隊(duì)的疲憊姿態(tài)。如果你遇到中意的外國軍隊(duì),很大可能通過雇傭軍招募,但是維持費(fèi)用驚人。雇傭軍是你在地方省份內(nèi)唯一可以招募的軍隊(duì),但是羅馬可以建造輔助軍團(tuán)軍營,可以幫助你招募其他勢力的兵種,這正確反應(yīng)了羅馬歷史和軍事傳統(tǒng)。

戰(zhàn)場也很好,很大程度上依賴于天氣情況和地形,同時(shí)被新的視線系統(tǒng)所加強(qiáng)。你的軍隊(duì)看不到敵人,你也看不到。意味著如果你不偵查,即使很小的地形起伏的地方也可以藏伏兵。這就使得戰(zhàn)斗更有樂趣感覺更快。新的引擎也允許特有的城市。像羅馬和迦太基的城市更是專門制作壯觀宏偉。在野外地圖也是多種多樣。舉例,地區(qū)文化不同,建筑不同,地貌不同,城防工事不同。每個(gè)省份有一個(gè)被城墻環(huán)繞,必須通過圍城才能占領(lǐng)的城市。

In remembering the battles, and the most marvellous moments of the fifty plus hours I’ve played so far, it can be easy to forget Rome 2′s frustrating elements, which is where the boats come in. Naval warfare isentertaining. Where once it was sluggish and imprecise, it is now merely imprecise, but in a comical close-range fashion. They’ve been designed to play more like land battles, and they do thanks to assault ships that must ram enemies to death or board them to defeat them in melee. There are also support ships, which instead must float very close to enemy boats to throw javelins at them. Sea battles tend to result in massive wooden boat-mobs and a lot of shouting.

Worse is the AI’s tendency to constantly suicidally throw tiny forces against cities. This tends to happen when you defeat a faction, and all their homeless mini-armies are left wandering the map mindlessly attacking things. All the busywork that’s been saved by moving resources into cities is undone by this relentless phenomenon, which grows worse the bigger your empire gets. Towards the end I was auto-resolving four or five useless assaults per turn, and because auto-resolve often doesn’t kill tiny units outright, they keep coming back. Along with the extremely long end-turn loading times (which lasted more than two minutes each on my half-decent home PC), this slows down progress enormously.

Sadly, the promising but opaque domestic politics system falters as well. Before you take charge of a republic you must affiliate with a domestic party. Of the three available Roman options, I took charge of the House of Julia. Every general you install belongs to one of Rome’s houses, and their might, reflected in two stats – gravitas and ambition – contributes to their house’s influence over the senate. For monarchies or tribal societies the setup is reversed – your house starts with huge influence and the other houses will attack when they think you’re growing weak. This created a fascinating tension, initially. I was watching my generals with suspicion, and promoting and offing contenders accordingly, plotting like a true Roman. That’s why I sent Crassipes to Massalia to die. His many victories earned him Batman levels of gravitas and I’d started to worry about his aspirations.

在我50+的游戲時(shí)間里,很容易忘掉幾個(gè)煩人的游戲因素,那就是有船加入的戰(zhàn)斗。船戰(zhàn)都帶著一種可笑的近戰(zhàn)傳統(tǒng)。他們被設(shè)計(jì)的,玩起來更像是陸戰(zhàn)。攻擊型的船一定會(huì)撞擊敵人或是登艦肉搏。支援型的船也要?jiǎng)澓芙拍芄簦詈蟪蔀榱嘶靵y的木頭船,大亂戰(zhàn)。

更糟的是,AI會(huì)趨向于經(jīng)常性地排小規(guī)模的軍隊(duì)自殺性的攻擊城市。這個(gè)會(huì)發(fā)生在你擊敗一個(gè)國家后,他散亂在野外的小規(guī)模部隊(duì),會(huì)無差別的到處破壞。而且你派部隊(duì)追擊,然后自動(dòng)戰(zhàn)斗,總會(huì)剩下一部分殘軍逃跑,然后繼續(xù)游擊破壞,對(duì)玩家經(jīng)濟(jì)造成很大的影響。

內(nèi)政系統(tǒng),同樣內(nèi)政系統(tǒng)遲鈍不靈活。你如果想掌權(quán),必須和另外一個(gè)勢力聯(lián)合,而你任命任何一個(gè)別的家族的將領(lǐng),將意味著會(huì)增加其家族的影響力。有的勢力,一開局影響力就很高,但是一旦你變?nèi)酰陀袃?nèi)部叛亂。所以我任命將領(lǐng)的時(shí)候,都半信半疑,真正像一個(gè)羅馬人那樣盤算。

Fortunately, you can ignore the system and carry on regardless, which means you’re free to enjoy a rather good Total War game. I should mention though that you’ll need a good PC to run it properly. Mine is well above the published minimum specs, and the campaign map was running at around 20 FPS on low settings. Conversely, my high-powered office machine ran it faultlessly, and it was a faster and more enjoyable experience as a result.

Right now, Rome 2 has its flaws, but is still a sumptuous, slow-burn strategy game with some of the best land battles in the series. Aesthetically, it’s a triumph. Empire management, alliances, the UI and battlefields have all improved, which makes it doubly frustrating to encounter the floppy AI that will be extremely familiar to Total War fans by now. Still, nothing out there does what Total War does with this degree of scope and detail. I’d still recommend it to armchair generals anywhere.

你可以享受一個(gè)相當(dāng)不錯(cuò)的全戰(zhàn)游戲。我應(yīng)該提醒你,你需要一個(gè)很好的PC來正確的運(yùn)行他。我的電腦已經(jīng)完全超過了最低配置,但是在戰(zhàn)役地圖上,即使用最低效果,仍然只有20FPS。相反的,我單位的高性能電腦讓我玩起來更爽。

好了,羅馬2雖然有瑕疵,但是仍是全戰(zhàn)里面的上乘之作。在帝國管理,同能,UI界面和陸地戰(zhàn)斗都是得到了長足的提升。至于AI的毛病,全戰(zhàn)粉絲都曉得的。。。即使如此,我仍然像各位宅男推薦~

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