【02.10.22】《荣耀战场2(Field of Glory II)》集成箭的风暴DLC PLAZA镜像版[EN]
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游戏名称:荣耀战场2
英文名称:Field of Glory II
游戏类型:即时战略类(RTS)游戏
游戏制作:Byzantine Games
游戏发行:Slitherine Ltd.
游戏平台:PC
发售时间:2017年10月12日
官方网站:http://slitherine.com/products/651/details/Field.of.Glory.II
游戏介绍
《荣耀战场2(Field of Glory II)》是Byzantine Games制作的一款即时战略游戏。玩家可以操作一个国家和其他国家进行大大小小的战争。你可以按照历史和敌对国家进行战争,也可以让历史上没有发生过战争的国家进行战争,一切由你来决定。只有明智的抉择和策略才能获得最终的胜利。
配置要求
最低配置:
操作系统: Windows Vista / 7 / 8/ 10
处理器: Processor 2GHz processor
内存: 4 GB RAM
图形: 1 GB DirectX 9 Compatible Graphics Card
DirectX 版本: 9.0c
存储空间: 需要 1541 MB 可用空间
声卡: DirectX compatible sound card
安装信息
1. 解压缩
2. 载入镜像
3. 安装游戏
4. 复制PLAZA文件夹下的未加密补丁到游戏目录覆盖
5. 运行游戏
游戏截图
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https://att.blacksheepgame.com/att/forum/201710/13/005308z1ejjkjyst1kzkjt.jpg
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信3DM 得首发 得汉化
信杀软 无首发 无汉化
支持正版 自学外语
从我做起 人人有责
您是否能玩到该游戏或汉化 期待您做出这个艰难的决定
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下载地址
PCGAME-Field.of.Glory.II.Medieval.Storm.of.Arrows-PLAZA.torrent
网盘分流
链接: https://pan.blacksheepgame.com/s/1vUk2kSuirS4z3XQNdm0BeA 提取码: c7si
允许你们为罗马,或为罗马,或在尚未意识到罗马威胁的其他国家之间,或在历史上从未真正发生过冲突的国家之间,但如果历史进程不同,可能已经发生过什么大或小的战争。
把桌面体验的乐趣和兴奋带给数字形式的游戏又回来了。由传奇设计师理查德·博德利·斯科特(Richard Bodley Scott)在一款全新的3D引擎中研发的《光荣战场》(.of Glory)已经准备好在计算机战游戏中建立新的标准。
荣耀战场2游戏特色
准确的模拟古代战争在过去三个世纪前基督教时代。
基于经典回合制,基于瓷砖的游戏。
易于使用的界面,难以掌握游戏。
队列大小单位,战斗可以从几个单位到多达80个单位每一边。
命名将军可以影响战斗和士气的单位在他们的指挥下。
单人和多人战斗模式。
有效的人工智能做出合理的战术决策。
6个难度等级允许挑战随着你开发你的战场技能而增加。
许多不同的单位组织,作战能力和战术学说允许在整个时期战术差异和发展的全面表现。
具有内置地图编辑器的MOD友好游戏系统。
多层模式允许两个玩家使用Slitherine易于使用的PBEM服务器来播放历史场景和“假设如何”场景。 本帖最后由 chisuki 于 2022-2-11 02:22 编辑
没中就不翻了
DON'T BUY THIS GAME IF YOU WANT REALISTIC BATTLES!!!!!!!!!!!!!!!!!!!!!!
Back in the 60's and 70's, many board wargames were created (remember Avalon Hill's Tactics II anyone?) that created combat systems that, even though turn-based, had a certain realism in the way combat was handled. Games such as Field of Glory II appear to use a similar system, but being computer based, have the advantage of not having the player needing to precisely do all sorts of mathematical computations to determine battle odds and then refer to a chart to get battle results. Having a computer to do this would be a tremendous advantage, but for years now, developers have screwed it up by not taking into account a very important idea that is critical to having any sort of meaningful battle. It is very subtle and hard to appreciate unless you were an avid wargamer of past years, but it is significant nonetheless and I will do my best to describe it here:
In the classic board wargames of old, you would move ALL units into position and then assign how battles were to take place. If you moved, say, two units into the zone of control of a single enemy unit, you would total the attacking combat factors of BOTH attacking units together and divide that number by the defending combat factor of the defending unit to determine a ratio that would give you the odds of success. You would roll a die and determine the SINGLE battle result for all three units in that battle.
This is not the way combat is resolved here. Instead, when you move a unit into an attacking position, a combat is resolved for that single attacker immediately based on the odds of that single unit against the defender. Once that is resolved, you then move the second attacker into position and resolve that combat as a separate battle. Thus, two battles occurred, rather than one.
And therein lies the problem: Pretend that both attackers have a strength value of "5" and the defender have a strength of "8". When the first unit attacks, it will be attacking with odds of 5-to-8, meaning it will likely lose that battle. Even if we account for some losses to the defender, when the second unit attacks, it will now be attacking at odds that are again less than or slightly equal -- meaning that it too might very well lose the battle.
In the old wargaming systems, you would move both units up to the defender before resolving the battle. This means that the odds would be 10-to-8. This significantly changes the flow of the battle. Whereas in the Field of Glory system, the first of the two attacks would likely have resulted in the attacker being thrown backward a few squares, the older system would have the reverse outcome. In fact, in the older system, if one of the attackers had flanked the defender, the overall odds of the single battle would have been magnified from perhaps 10-to-8 to as much as 20-to-8 (or more!) -- essentially guaranteeing victory. Yes, a single unit, however weak, if attacking from the flank or rear, can result in a crushing outcome. (See the old board wargame, Alexander, for comparison.)
The result of the Field of Glory battle system is that units get thrown all over the place in retreats from unrealistic battle results. And attackers get unrealistically moved forward through defender's lines as they automatically pursue them. The implications of this nutty battle system on the flow of battle actually go way beyond what I am even describing here and I can't go into it because it would result in a massive treatise here. Units get scattered all over the board in ridiculous ways making any attempt to carry forth a "reasonable" tactic unworkable. Sure, one has to account for the uncertainty of battles and fog-of-war issues, but this goes way beyond that.
Sadly, there are many games that use this Field of Glory battle system, or ones similar to it. It is certainly much easier for the player to move a unit into a square and then tell it which unit to attack, rather than carefully allocate how units are to be used in an attack against a group of defenders AFTER ALL units have moved. It requires a separate interface to do that, but nobody seems to have done that (among those games I have played, anyway). And for me, the games result in such bizarre battles, it is a deal-breaker. And this craziness is magnified by the use of map squares rather than hexes, but I won't even start to go into that!
Of course, the best way to handle battles is to have real-time battles, such as in the Total War series. The downside to those games is that there are so few units on the board, they get wiped-out too quickly, and the games just turn into click-fests. I realize that is fun for some, but for those who want a chess-like, "thinking man's game" as in the old board wargames, over and over again, those games just doesn't work, either.
It is really too bad, because the developers tried so hard to incorporate all sorts of factors here, such as terrain types, unit types, unit facings, and morale -- and yet it is all lost just because the battles are handled in this ridiculous way. Providing an interface to allocate how attacks should be allocated after ALL units have been moved into position would certainly slow the whole thing down and I suspect the developers feel that the audience wouldn't be able to handle it. Let's face it, the attention span of gamers is close to zero nowadays. Here we have computers that can do so much to make for great wargames, and yet for serious wargamers, those games keep failing in significant ways because of the recognized limited attention span of the players.
I see that Byzantine Games and Slitherine appeal to many gamers, and for that I give them credit. But their games aren't for serious wargamers by any measure.
啥时来个官中啊 实际上质量不至于差到给差评的地步,但因为整体评分是特别好评,而且国内古典题材冷门到没人能给出有意义的批评建议,还是打个差评平衡一下,顺带指出一些问题。
相比P&S,地图的尺度实际上是变小了,建模效果也没感觉优化(好吧,我确实特别喜欢P&S里面文艺复兴版画风格的长矛大方块)。游戏性上,地图变小导致了骑兵算子的机动性实际上是下降了(更高比例的行动点数被用来完成一次转向),再加上大量算子普及了自动回避规则,直接使得骑兵在古典FOG2里比较悲惨(FOG2中世纪另说)
很明显制作方花在历史背景研究上的功夫更少了,以至于古典地中海世界如此多不同风格的军队组合,实际上变成换皮,无非是清一色剑士/古典方阵/超长枪方阵etc,,,,,,一个“兵棋”里加拉太步兵和同时期罗马步兵的唯一区别是前者便宜、低效并一回合少一次免费转向,这是很搞笑的。
制作方没有很好的平衡算子规模/地图大小,为此造成了很多游戏性的不平衡和内容的缺失。以罗马人为例,一个共和国时期的步兵算子是480人,问题来了,当你把算子放大到步兵大队级别,如何展示出以中队(maniple)为基础的步兵战术和以大队(cohort)为基础的战术之间的区别呢?游戏里煞有介事地放出了以年份为区分的大量军表,实际上只是算子库深度的略微差异,中队时期军团和大队时期军团的全部区别仅仅是增加了加分买一级部队训练度的交换,这显然是不让人满意的。
制作方至少应该在一些基础“结论“上达成史实的效果,比如,开阔地上方阵就是应该毫无悬念的在一切正面攻防里轻松打爆中队或者大队制的军团,后者面对方阵应该以回避战斗为手段,期待侧翼战斗的结果,这也是BCE2世纪以后军团面对方阵的标准策略。游戏应当加入更多指挥链COC层面的内容,将其和士气恢复、士气检定和敌前机动的成功判断绑定,这一点也更能展示战术上的细节:比如大队军团在表面上差不多的攻防属性之外,应当比中队军团更适合通过这些判定,类似的,希腊化时期以256人semeiai/syntagma-1000人团为基本战术单位的方阵也要比亚历山大时期建立在512人lochos大营基础上的1600人大方阵旅更具COC层面上的灵活性,轻装部队通过步兵战线的”渗透“式机动我很喜欢,但建议将其与更早P&S里骑兵部队配属独立火枪手的protected规则联动,比如将被轻装部队protect的战线部队给与更多加成——可能是针对对方散兵杀伤手段的抗性,或者对侧翼/背部冲击的免疫或者POA增益。
总的来说,确实很多上世纪桌面兵棋玩家在史实上的考究热情,要比现在的电子兵棋公司要有诚意很多。
大抵上是一个适合看一遍全部军表然后就可以卸载的游戏,因为内容实在差不多。 玩过,(更新到现在居然还)没中文,策略单调,除了战役没啥大战略。。。被火纹的体感完爆 操控战争 感谢分享啊,不错,好游戏
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