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[高分RMS推荐] (5.0分)Gandalf's Forest 甘道夫的森林

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发表于 2015-4-5 15:18:59 | 显示全部楼层 |阅读模式
本帖最后由 孟雨亲王 于 2015-4-5 15:18 编辑

Gandalf's Forest

This new random map script is done in response to the new popularity of "Michi non-rush forest" style maps. Gandalf's Forest is a map where players on the same team are connected by small paths through the forest, but enemies are completely separated by forest.  Within the forest are multiple small pockets of open land, with extra gold, stone and food resources.  The players are separated from these pockets by relatively thin strips of forest (a minimum of three trees wide, but can be wider), and it is possible to chop into them with your woodcutters long before siege onagers are available in Imperial Age.  In fact it is usually possible to reach an enemy from somewhere on your team's lands by passing through 2 to 4 of these barrier strips of forest; a team of players working toghether can often reach an enemy land by sometime in late Castle or early Imperial Age, but sometimes not.  There is great fun in the teamwork needed to coordinate the woodcutting to reach an enemy, to set up a combined attack, and to establish combined defenses.  Patrolling the borders of your clearings is essential to prevent the enemy from reaching you first!  Merely waiting until Siege Onagers can be obtained in late Imperial Age is risky, as the enemy may reach you first!  Still, the Siege Onager route to an enemy is a very viable strategy, and in a team game someone on each team should be able to research this 'mower of forests'.  But there is value in expanding into neighboring clearings in the direction of the enemy early to gain the resources there, rather than just waiting until late Imperial Age to begin hacking through forest with Siege Onagers.  There is also more of an element of strategy as to where you will try to break through to your enemy, which player to try to hit first (flank or central), and a decision of whether to try to get some defenses up, such as gates and walls separating teammates in order to compartmentalize your team to prevent the enemy from sweeping through your team immediately should they break through first. I far prefer this map to the standard 'non-rush' maps in common use now because it has more variability and strategy to each map, and it just plain is better looking and more fun.
经典无快攻黑森林风格地图。 甘道夫的森林是这样的地图,同一组队的玩家由穿过森林的小路连接,而敌人则完全为森林所分离开。森林中有多个小块开阔地区,有额外的金矿,石矿和食物资源。玩家与这些空地被相对细的森林带分离开(最小3颗树宽,但可能更宽),且可远在重型投石车可用的帝王时代之前凭借你的伐木工砍出通路。事实上通常有可能在你的队伍地区的某处穿过2~4个森林屏障带后抵达敌人的地区;一个队伍的玩家一起工作经常能在城堡时代晚期或帝王时代早期的某时抵达敌人的地区,但有时候不能。合作伐木抵达敌人地区,组织合作进攻,和建立合作防御这些团队工作是很有趣的。在你的空地边界巡逻对防止敌人先抵达你的地区是极其重要的!仅仅等待帝王时代晚期才能获得的重型投石车是冒险的,因为敌人可能先抵达你的地区!重型投石车开路到敌人的地区仍然是非常切实可行的战略,且在组队游戏中每个队伍都应有一名成员能够研究这个“森林割草机”。但扩张至邻近的敌人方向的空地以早获得那里的资源是有价值的,比仅仅等到帝王时代晚期才开始使用重型投石车在森林中开路要好。还有更多的战略元素,从哪尝试破路到敌人,哪个玩家最先尝试攻击,决定是否建立一些防御,例如队伍成员之间以城门和城墙分离开以防止被敌人先破路并横扫。

The map randomly varies between a jungle pattern, a predominantly pineforest, or predominently oakforest for variety.  Each player has a small clearing with all of the usual standard starting resources (there is a minimal increase in the starting gold and stone).  There is much more than usual extra food in the form of sheep or turkeys, deer, boar and berries locked in the small glades in the forest.  There is a little more than usual gold and stone scattered in these glades as well.  Relics are standard (5) and are also in these glades to be discovered by the first explorer to reach them.
此地图在雨林,松树森林和橡树森林三种图案间随机变化。每名玩家都有一个小空地,有所有的通常的标准起始资源(起始黄金和石材有极小的增加)。在森林中的空地上有比通常的额外食物多很多的绵羊或火鸡,鹿,野猪和浆果丛。林中空地上也有比通常略多的金矿和石矿散落。圣物是标准的(5个)且也在这些林中空地中。

In testing, I found that if played at a size suggested for the number of players, the players stay separated as planned, but if playing at a size too small for the number of players, there is a possibility that an enemy's lands can overlap yours and there can be an unintended connection.  For eight players though, play on the very largest size map, because on the next-to-largest map size there is about a 1 in 5 chance of end player's bases intersecting.  So play on an appropriate size of map or accept the possibility of a connection to the enemy.
如果在建议的玩家数量的尺寸的地图上游玩,则玩家如计划中保持分离,但如果在对玩家数量太小的尺寸的地图上游玩,则有可能一名敌人的地区覆盖了你的且能有非计划的连接。对于8名玩家,在最大尺寸的地图上游玩,因为在次大尺寸的地图上有1/5的概率最后2名玩家的基地相交。所以游玩大一尺寸的地图或者接受一条到敌人的连接的可能性。

In my testing, I have found that the AI does not play this as a human would, trying to cut through to the enemy, but does build up an army and attacks once you have been sighted through the forest.  I did notice a couple of times something rather interesting - the scout of my computer ally hovering near my woodcutters when they were about to break through into a new clearing, seemingly wanting to be the first into the new area to find resources.  I am not sure if that was intentional on the part of the AI.
人工智能不会像人类玩家一样游玩,尝试砍穿树木到达敌人,而是建立一支军队并穿过森林攻击的曾经目击过的敌人。

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