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[CO指挥行动] COTA介绍(基于官网文章)

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发表于 2009-3-24 11:35:56 | 显示全部楼层 |阅读模式
我不打算逐字翻译,就是个大致意思,凑合看吧。我懒得逐字翻译了。其实这个与其说是翻译倒不如说是基于官方的介绍写一个介绍。呵呵。所以我把标题改成“汉化”了。
为了提高可读性,已经汉化过的部分就不保留原文了。原文地址已经给出,有能力阅读原文的同志可以直接阅读原文。
我这里面向的读者是对这个游戏几乎不了解的同志们,所以原文中在我看来过分细节的部分我会跳过去,而且我会适当的加入一些细节(例子、数据什么的)以便理解。

原文地址:http://cota.matrixgames.com/overview/newfeat.html

亮点和改进

COTA在HTTR的基础上有了很多改进,有了新的战场,并且把重点移到了二战早期。这是一个主要改进的清单。


一、游戏性

1.补给
COTA有一个高度细化的补给申请和发放系统。补给不足的单位会自动向所属的补给基地提交要求补给的申请。基地计算了要求的数量和吨位之后就会派送。在补给基地和要求补给的单位之间维持一条畅通的通道现在变得非常重要。被包围的单位无法接受补给。

切断敌方补给线会带来巨大的好处。如果补给运送不成功,运送补给的车队会损失卡车,从而降低敌方在未来运输补给品的能力。这个过程是高度自动化的(你不用知道卡车在哪里,不用指定某单位专打卡车,游戏会根据双方玩家的兵力和位置自动计算。但是记住:卡车只能走道路!!)。所以你不用担心这些,让你的补给基地的AI指挥官去担心该把这罐豌豆罐头和这发炮弹送到哪个排去吧。

但是你可以通过查看depot tab上的信息监督整个过程。你也可以查看每个单位的补给状况和补给线的状况。


2. 移动
游戏会计算地表的坡度并用其和单位的移动性相比较。因此,机械化单位(轮式和履带式)的移动范围将会被限制在相应的地区(似乎要求坡度30度还是45度以内)。而步兵则可以在坡度不超过60度的区域行动。地表的坡度不仅决定了什么单位可以到达什么地方,而且决定了单位的移动速度和单位因为移动而产生的疲劳程度。机械化单位穿过小溪变得更加困难而且在穿越树林和沼泽时将被限制在道路沿线。这使得控制道路网络在游戏中变得更加重要。

重要的一点是如果你的命令的目标地点是接受命令的单位无法达到的,那么这个单位会自动在可达到的地点中选择离命令目标地点最近的一点,并在屏幕上显示提示信息。你可以使用游戏中提供的工具判断任意给定地点是否可以达到,并且根据这个信息相应的调整你的命令。


3.目标和命令
游戏新增了“撤离”目标。玩家现在可以尝试穿越敌人的防线将己方兵力从地图上撤离(如果任务里有相应的目标的话)。(撤离的单位将会从地图上消失并且无法被召回。)

有些任务里的目标是相关联的。你只用达成相关联的目标中的一个就可以得到全部的VP。“拖延”命令在这一版里得到了改进。你的单位执行拖延任务时,如果收到对方过猛的攻击会自动的后撤一段距离以便在给敌方造成最大伤亡并拖延敌方的同时尽可能的保存自身的实力。执行“撤离”命令的单位会安排一部分人执行“拖延”命令,以保证大部队及时安全撤离。

Improved AI

Under the hood, COTA now employs new Force Allocation routines that significantly enhance the AI's ability to allocate the right forces to each objective, including the cross-attachment of force types such as armour and infantry. The Reaction code has been overhauled to deliver an even more realistic simulation of unit reactions to enemy contact, including retreats. Additional Reassessment code allows for an even greater range of options when the AI controlled forces reassesses their plans. The Formation code has also been revised as has the Deployment code for artillery and base units.

New Units and Equipment

You'll find many new units in AA: COTA. The game ships with a completely new database, covering equipment and military organisations from Italy, Germany, Greece, Crete, Britain, Australia, New Zealand, Malta, and the Free French. There are dozens of new weapons and vehicles to wield in battle, from the tiny Italian and British light tanks through to monster captured Russian KV-II used by the Germans. New small-arms, anti-aircraft, anti-tank and artillery guns, and mortars have been recreated in full detail, as have new trucks, armoured personnel carriers, self-propelled guns and tanks to carry them.

New Terrain Types and Altitudes

To recreate the coastal battlefields of Crete a new beach terrain layer has been added to the game. The five new altitude layers also allow us to create maps covering the rugged and imposing Greek and Cretan mountain ranges.

New German Parachute Arrival Type

To accurate simulate the unique nature of German parachute operations, a new reinforcement arrival type has been added. This accurately reflects the disadvantages suffered by the Fallschirmjaeger due to their substandard parachute design and inability to jump together with their heavy weapons.

New Weather Data

A new weather pattern has been added to simulate snow. Additional data is now stored for Sunrise and Sunset and for min and max temperatures for each day of the scenario.

Interface Improvements
Display Tool Bar

The new Display Tool Bar, located under the Battlemap, gives you quick access to some of the most important display and game functions. Now you can filter the map display using the Unit Info, Unit Type, Intel and Message filter buttons; display Command or Supply lines, Range Rings, Map Grid, active and eliminated unit icons, objective and task icons; offer and accept surrenders; and load, save, and leave games faster than ever.

Order of Battle Display

Sorting out the command structure of your forces is easier than ever with the new Order of Battle Display Tab (OB). Quickly display the organic command structure of your units, and locate and select your units straight from the Sidebar. Expand and contract the OB force tree by selecting the +/- boxes. Select a unit in the tree to select the unit on the map. Double-click the unit in the tree to select the unit and display its data in the Side Bar. Double-click a unit on the map to have it shown selected in the OB Display.

Tools Tab

The new Tools Tab on the Side Bar contains an array of useful tools. In addition to the existing Threat and Line of Sight (LOS) tools, there is now a LOS-Area tool, which displays all those locations that are visible within 5km of the selected location. There is also an array of Pathing tools to calculate and display the different types of routes between two selected locations. Select the tool, click on the start and end locations and if reachable a route is displayed. The fine red dots indicate the area searched in determining the route. You can also select a unit and then select one of the Unit pathing tools and click the end location to determine the route for that unit. If unreachable a beep will sound and a message displayed to that effect.
Supply Tab

The Side Data displays now include a Supply Tab that displays a graph of the daily supply allocation to each of the Supply Entry Points ( SEPs ) ( whose icons appears on the map. ) The graph comes in three types - lines, columns and stacked columns. Select the buttons below the graph to specify which type. The % value refers to the percentage of the Sides' daily requirements that will arrive at the SEPs each day. The requirements are determined using the at-start forces plus those reinforcements scheduled to arrive by the given day. They ignore any losses.

Message Log

All on-screen messages are now also displayed in the Message Tab ( Msg ). Selecting a message from the list will centre the map on the Sender. You can filter the messages by type by selecting the Flash, Urgent and Routine filter buttons at the bottom of the list. The messages are stored for the duration of the current session. They are not saved in the Saved Game file.

Unit Log

The Force Data displays now have a Unit Log tab that lists each significant action or event that the unit experiences, such as Under Fire, Taking Casualties, Retreating etc. Use this to review what has happened to the unit.

Improved Force Data Displays

The Force Data displays have been reorganised and enhanced with additional data. In addition to the previous data, the General tab ( Gen ) now displays Experience, Training, fitness, Aggression and Stubborness, the number of bridges and non-AFVs, Infantry and Engineer values, the current move effect and type along with the force's formation role and the number of units. There is a new Unit Log tab ( see above ) and a new Depot tab ( Dep ).

For most units the Depot tab displays the Depot ( Base unit ) that the unit draws from. Select this to go to the Depot. For Base units the Depot Tab displays details on current and required supply stocks, current and required transport capacity, the number of requests by type, the number of transport columns and the vehicles and personnel allocated to them and the number of units and subBases drawing from the Depot.

Enhanced Terrain Popup

Right clicking on the map now brings up an enhanced popup that details the dominant terrain types, the X,Y and Z location parameters, move effects for foot and motorized, hit effects for direct and area fire and the current slope in degrees.

Modding Support

AA: COTA features enhanced support for Modding. The MapMaker and ScenMaker have been extended to support the new game engine features. A set of free tools for Microsoft® Excel® is also included with the game, to help you quickly and easily modify the characteristics of the units in your scenarios. You can now provide your own customised briefing and victory messages, including the commanders' signatures. The terrain key for the map is now moddable.

New Import/Export Force List

ScenMaker. Select a force from the Units tab. Right click and select Export. Select Yes or No from the subsequent dialog to also export subunits. Provide a name for the new force list and hit the Save button. To import the saved force list simply select a unit in the Units Tab, right click and select Import, select the desired force list and the forces now appear subordinated to the selected unit. This makes it easy to create generic force lists and build scenarios quickly.

[ 本帖最后由 herbertzhao 于 2009-3-24 13:15 编辑 ]

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发表于 2009-3-24 11:46:13 | 显示全部楼层
翻译水准有待提高,不过还是为人民办实事的好童子。

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 楼主| 发表于 2009-3-24 11:47:48 | 显示全部楼层
汗……我其实是没好好翻,就翻个大概意思……我英语还是不错滴……(em225)

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 楼主| 发表于 2009-3-25 02:16:35 | 显示全部楼层
原帖由 金肃 于 2009-3-23 22:46 发表
翻译水准有待提高,不过还是为人民办实事的好童子。


有没有兴趣合作把mini guide给翻了?

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一级勇气勋章

发表于 2010-1-16 15:12:24 | 显示全部楼层
我就喜欢即使的 战略游戏
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