表格清单
韦诺之战是一个奇幻主题的回合制策略游戏
建造一支强大的部队,慢慢把新兵培养成更强的老兵。在以后的游戏中,召回这些最具抵抗力的战士形成一支无坚不摧的部队。合理培养各式各样具有不同特色的单位,在不同地形面对不同对手时合理选择一些进行战斗。
Wesnoth有很多传说等待你去探索。你可以在Wesnoth王国边境与兽人、亡灵和强盗作战,在高山顶峰与龙族在一起作战,在Aethenwood的绿洲与精灵在一起作战,在Knalga的大礼堂与矮人在一起作战,在珍珠海湾与人鱼在一起作战。你可以为夺回Wesnoth的王位而战,可以用恐怖的亡灵夺回黑暗之地的统治权,又或率领荣耀的兽人部队战胜胆敢入侵的人类。
游戏中有超过200种的单位(步兵,骑兵,弓箭手和法师只是开始)供你选择,有从小规模的伏击到大规模正面冲突各种战斗。你还可以在非常好玩的多人对战中和你的朋友--或者陌生人--对战。
Battle for Wesnoth is open-source software, and a thriving community of volunteers cooperates to improve the game. You can create your own custom units, write your own scenarios, and even script full-blown campaigns. User-maintained content is available from an add-on server, and the very best of it is incorporated into Battle for Wesnoth’s official releases.
目录
Wesnoth所在大陆已知的部分主要有3大块:北方大陆,这个地方基本无秩序;Wesnoth王国和它目前的诸侯国Elensefar;以及西南部Aethenwood及周边丛林中的精灵族。
Wesnoth韦诺王国在整个大陆的中心。北面边界是Great River(大河),东南面是Lower Hills(丘陵),西南面是Green Swamp(绿色沼泽),西面是Ocean(海洋)。Elensefar曾经是Wesnoth的一个省,由北面Great River(大河)界隔划分,东面与Wesnoth界限并不清楚,南面是Bay of Pearls(珍珠海湾),西面是Ocean(海洋)。
位于Great River(大河)以北的北方大陆没有政府的统治。兽人,矮人,野蛮人和精灵的群体生存在这块区域上。它的东北面是Aethenwood丛林,在那里北面的精灵的伟大王国处理着他们的神秘事务。
大地上零星分布着村庄。村庄可以治疗你的单位,也可以提供收入。通常你需要越过高山和河流,穿过森林、山丘和苔原,路过开阔的草地。在这些地形上,不同的生物有不同的适应性。在熟悉的地域,他们能更好的战斗。
在Wesnoth的世界居住着人类,精灵,矮人,兽人,龙族,蜥蜴人,人鱼,纳迦,还有一些更隐蔽的,更令人惊讶的种族。在诅咒大陆穿行着幽灵;有些怪兽潜伏在Wesnoth世界的废墟和地牢中。不同的种族适应了不同的地域。人类主要居住在温带草原。兽人和矮人居住在丘陵、山地和洞穴。在森林里,精灵是至高无上的。在海域河川,人鱼和纳迦起着支配作用。
For game purposes, the races group into factions; for example, orcs often cooperate with trolls, and elves or dwarves with humans. Some other factions reflect divisions within human society — loyalists vs. outlaws, for example. In most campaigns, you will control units drawn a single faction. But sometimes factions make alliances with others, so you may face more than one faction in a scenario.
Wesnoth启动后显示背景画面和主菜单。主菜单由右边的一列按钮组成,只能用鼠标操作。如果你急着进入游戏,建议:单击"语言"按钮设置语言;单击"教程"按钮运行教程;然后玩一玩"兄弟"这个战役。(战役->选择"兄弟")
韦诺之战有两种基本玩法:
Campaigns are sequences of battles with a connecting storyline. Typical campaigns have about 10-20 scenarios. The main advantage with campaigns is that they allow you to develop your army. As you complete each scenario, the remaining units at the end are saved for you to use in the next scenario. If you choose not to use a unit at all during a scenario it is carried over to the next, so you don’t lose units you don’t use.
战役是wesnoth的主要游戏形式,可能也是最好玩的。我们建议新手通过战役来学习这个游戏的方方面面。
一个场景游戏时间30分钟到2小时不等。这是最快的游戏方式,不过你的单位不会被保留下来,而且你不能使用战役的某些单位。场景可以选择和电脑对抗或者联网和其他玩家对抗。要玩场景游戏,选择主菜单上的"多人游戏"按钮。
In general multiplayer games are played against other players via the Internet (you can also run them on your LAN if you have one). All these games are co-ordinated through the Wesnoth multiplayer server. Multiplayer games can take anywhere from 1 hour to 10 hours, depending on how many players there are (and the size of the map). The average time is between 3 to 7 hours. Games can be saved and loaded as many times as you like. So, it’s possible for some games to last 1 or 2 weeks, even though the play time is only a few hours. You cannot carry over units in multiplayer from one scenario to the next, so building up your army’s strength is possible only within the scenario.
单击“多人游戏”按钮可能会出现这几个选项:
这是你在多人对战服务器上的用户名。如果你有Wesnoth 论坛帐号,可以使用那个帐号的用户名和密码登录官方服务器。如果您填写的用户名需要提供密码,密码对话框会自动弹出。如果不提供密码,你将无法使用已经注册的用户名。
这个选项会打开一个输入主机地址的对话框。主机可以是一台建立了游戏的普通Wesnoth客户端,也可以是一台专门的服务器。这个对话框上还有一个“查看列表”按钮,可以列出官方备用服务器组,当主服务器临时不可用时就可以用这些服务器。
在这个页面上有一份完整的官方服务器和用户服务器的列表:多人游戏服务器.
你也可以使用这个连接到别的玩家建立的服务器。例如可以使用default: 15000连接到本地服务器(如果有),使用192.168.0.10:15000连接到地址为192.168.0.10并使用默认端口的服务器。
不用外界服务器,你可以自己建立服务器,需要运行 wesnothd,要让别人加入你用一般的客户端建立的游戏,连接自己的服务器输入 127.0.0.1 ,需要开放计算机的TCP的15000端口。如果有防火墙,你需要打开防火墙的这个端口。加入别人建立的游戏,或者连接专用的服务器不需要调整防火墙设置。
不管是玩战役还是单个场景,基本的游戏画面都是一样的。屏幕的主体是中间的大地图。大地图上会把所有玩家动作都表现出来。大地图周围有各种游戏里面有用的信息。下面逐一介绍。
屏幕顶部从左到右依次是:
右边从上到下依次是:
在游戏刚开始的时候你只拥有少量的单位。其中之一是指挥官(有小皇冠标记)。开始时指挥官通常在城堡的一个特殊位置,称为主楼(Keep)。当指挥官站在主楼并且有足够钱时,你就可以招募军队。战役里面如果有之前场景存活下来的老兵,也可以召回。招募或召回时,指挥官不仅可以站在自己的城堡上,也可以位于你的敌人的城堡上。
The first thing you will probably want to do is recruit your first
unit. Press Ctrl-R
(or right click on an empty castle hex
and select "Recruit") and you will be able to recruit a unit from a list of
all the units available to you. Each recruit is placed on an empty castle
hex. Once you have filled the castle, you cannot recruit any more until
units move off. Your opponent’s commander is similarly placed on its
castle keep and will begin by recruiting its troops — so
don’t dilly-dally looking at the scenery, there’s a battle to be
won.
每个场景通关后,活下来的部队自动保留下来。在下一关开始你可以召回他们,操作与招募类似。召回的部队通常经验值更多,因此大部分时候是更好的选择。
As your troops gain battle experience, they will learn more skills and become stronger. They will also die in battle, so you’ll need to recruit and recall more when that happens. But choose wisely, for each has strengths and weaknesses a cunning opponent will quickly exploit.
注意每个场景开始前弹出的目标窗口。通常你通过杀死敌人首领取得胜利,自己首领阵亡时游戏失败。但是有些场景可能有其他目标-让你的首领到达指定地点,或者救人,或者解决一个迷题,或者与敌人对抗并坚持一定回合数。
当你赢得胜利时,地图显示为灰色,结束回合按钮变成结束场景。在单击这个按钮继续之前,你可以做一些想做的事,比如更改保存选项,或者(多人游戏时)和其他玩家交流。
Your army does not fight for free. It costs you gold to recruit units and gold to maintain them. You start each scenario with gold carried over from previous scenarios (although each scenario ensures you have at least a minimum amount of gold to start if you didn’t carry over enough from previous scenarios) and can gain more by meeting scenario objectives quickly and, during a scenario, by controlling villages. Each village you control will give you two gold pieces income per turn. When you first start a scenario it is usually worthwhile to gain control of as many villages as you can to ensure you have sufficient income to wage war. You can see your current gold and current income at the top of the screen as described in the section on the game screen.
目录
这是默认的按键设置。可以根据需要在选项菜单中调整。
表 2.1. 控制和快捷键
F1 | 韦诺之战帮助 |
方向键 | 滚动 |
左键单击 | 选择单位,移动单位 |
右键单击 | 主菜单,取消动作 |
中键单击 | 将所选位置居中显示 |
Escape | 退出游戏,退出菜单,取消聊天 |
Ctrl-r | 招募单位 |
Ctrl-alt-r | 重复上次招募 |
Alt-r | 召回单位 |
u | 撤销上次移动(非决定性移动才能被撤销) |
r | 重做移动 |
m | 和另一个玩家聊天(多人游戏中) |
ctrl-m | 和队友聊天(多人游戏中) |
Alt-m | 和所有人聊天(多人游戏中) |
Alt-c | 查看聊天记录 |
n | 轮流选中还有移动力的单位 |
N | 轮流选中还有移动力的单位,反向 |
Space | 结束当前单位的回合,定位到下一个还有移动力的单位。 |
Shift-Space | 命令当前单位保持位置(结束它的移动力) |
Ctrl-Space | End this player’s turn |
Ctrl-v | 显示敌方移动(所有敌方下回合可以到的位置) |
Ctrl-b | 显示如果没有你的单位(ZoA),敌方可能的移动 |
Ctrl-j | 显示场景任务目标 |
Ctrl-f | 切换全屏/窗口模式 |
Ctrl-a | 开启/关闭加速游戏模式 |
Ctrl-g | 开启/关闭网格显示 |
Ctrl-c | 清除屏幕上的标签 |
Ctrl-s | 保存游戏 |
Ctrl-o | 载入游戏 |
Ctrl-p | 进入选项菜单 |
Ctrl-q | 退出游戏 |
/ | 查找(查找标签或者单位名) |
t | 继续被打断的移动 |
+ | 放大 |
- | 缩小 |
0 | 重置到原始大小 |
Ctrl-n | 重命名单位 |
1-7 | 显示在那个回合数选中单位可能移动的距离 |
l | 移动到指挥官 |
d | 描述当前单位 |
Ctrl-g | 开启/关闭网格显示 |
S | 刷新战争迷雾 |
D | 延迟战争迷雾刷新 |
Alt-l | 为格子设立一个标签 |
Ctrl-l | 设置队伍标签 |
Alt-s | 显示状态表 |
s | 显示统计 |
Alt-u | 显示单位列表 |
Ctrl-alt-m | 禁音/取消禁音 |
: | Command mode |
战斗开始前每一方都会获得一定数量的金钱,以后每回合增加2金钱。每个你占领的村庄提供额外2金钱。在战役中,开始的金钱是上一关余留金钱的80% 和预定的开始金钱最小值中较大的一个。预定起始金额的最小值随游戏难度升高而减小。
金钱的主要作用是通过招募和召回单位组织军队。当指挥官在城堡的主楼上,并且城堡中至少有一个空位时,可以招募或召回单位。
Each unit also has an upkeep cost. The upkeep cost is generally equal to the level of the unit, unless the unit has the "Loyal" trait (see below). Units that are not initially recruited - i.e. the leader or those that join voluntarily - usually have the Loyal trait. Upkeep is only paid if the total upkeep of a side’s units is greater than the number of villages that side controls. Upkeep paid is the difference between the number of villages and the upkeep cost.
韦诺之战拥有上百种单位。他们是根据很丰富的统计资料来定义的。另外,每个单位可以有专门的 特质 使得同一类型的单位略有不同。最后,战役设计者可以添加自己特有的单位来扩充玩家的选择。
单位的基本属性有生命值(HP),移动力,可以使用的武器和伤害输出。另外,单位还可以有其它属性,例如属于哪个阵营和特殊技能,下面会详细描述。
每个单位都属于一个阵营:守序,中立和混乱。阵营影响单位在不同时间的表现。中立单位不受时间影响。守序单位在白天更具攻击力,晚上攻击力降低。混乱单位与守序单位相反。
“白天”和“晚上”这两个词由早上、下午、前半夜、后半夜来区分。具体时间由时间图上太阳和月亮的位置标识。
下表显示不同时间段对守序单位和混乱单位攻击力的影响:
表 2.2. 时间段和攻击力
回合 | 图像 | Day-phase | 守序 | 混乱 |
---|---|---|---|---|
1 |
![]() | 黎明 | -- | -- |
2 |
![]() | 白天(早上) | +25% | -25% |
3 |
![]() | 白天(下午) | +25% | -25% |
4 |
![]() | 黄昏 | -- | -- |
5 |
![]() | 晚上(前半夜) | -25% | +25% |
6 |
![]() | 晚上(后半夜) | -25% | +25% |
特殊 |
![]() | 地下 | -25% | +25% |
时刻注意有些场景是发生在地下的,地下永远是夜晚。
For example: consider a fight between a Lawful and a Chaotic unit when both
have a base damage of 12. At dawn and dusk, both will do 12 points of damage
if they hit. During Morning or Afternoon, the Lawful unit will do
(12 \* 1.25
) or 15 points, while the Chaotic unit will do
(12 \* 0.75
) or 9 points. During First or Second Watch,
the Lawful unit would do 9 points compared to the Chaotic unit’s 15.
如果是换作是同样攻击力的中立单位,不管是什么时间,他永远是12点攻击力。
单位的特质是他们内在性格的表现。特质是在创建单位的时候随机分配的。大多数单位拥有两种特质。
大多数单位可能拥有以下特质:
有些特质只对特定单位或者特定种族的单位有效。它们是:
有些特质不是随机分配的。这些特质有些可以由战役制作者分配,有些总是跟随特定类型单位出现。
有些单位有独特的攻击方式。列举如下:
有些单位拥有技能,这些技能有些直接影响其它单位,有些对该单位与其他单位的相互作用有影响。列举如下:
单位因战斗而获得经验值。取得足够的经验值后会升级,变得更强大。单位取得的经验值多少取决于对方单位的等级和战斗结果:如果杀死地方单位,每等级获取8点经验值,0级单位对应4点经验值。如果没有杀死对方则获取每等级获取1点经验值。也就是说:
Clicking on a unit identifies all the places it can move on its current turn
by dimming unreachable hexes (pressing the number keys 2-7 will identify the
additional hexes that can be reached in that number of turns in a similar
manner). While in this mode, moving the cursor over a hex will identify the
path your unit will take towards that hex as well as additional information
on the defensive bonus of your unit on that hex and, if it will take more
than one turn, the number of turns it will take your unit to arrive. If you
do not wish to move the unit this mode can be cancelled by selecting a
different unit (by clicking on the new unit or using the
n
or N
keys) or by right-clicking
(Command-click on a Mac) anywhere on the map. The orbs on the top of a unit’s energy bar provide a
quick way to see which of your units have already moved or can move further
in the current turn.
If you decide to move the selected unit, click on the hex you want to move to and your unit will move towards that space. If you select a destination which is beyond reach in the current turn, the unit will move as far as it can in the current turn and enter goto-mode. In goto-mode your unit will continue moving towards its destination in subsequent turns. You can easily undo goto movements at the beginning of your next turn. You may also change a unit’s destination by selecting that unit and choosing a new destination or clicking the unit again to cancel the goto.
移动到中立或者敌方控制的村庄上会取得村庄的控制权,并且耗尽单位的移动力。
控制区域(Zone of Control,Zoc)对大部分单位都有作用。ZoC影响单位能到达的地点和移动路径。Zoc限制自动反映在你试图移动单位时显示的路径和可到达位置上。
A unit’s Zone of Control extends to the six hexes immediately adjacent to the unit, and units that move into an enemy zone of control are forced to stop. Units with the skirmisher ability ignore enemy zones of control and are able to move through them freely without being forced to stop. Level 0 units are considered too feeble to generate a zone of control and all units are able to move through the hexes around an enemy level 0 unit freely.
环状图标位于单位左上角,能量条上方当这个图标颜色是:
表 2.4. 环状图标
环状图标 | 图像 | 描述 |
---|---|---|
绿 |
![]() | If you control the unit and it hasn’t moved this turn |
黄 |
![]() | 你控制这个单位,该单位当前回合已经移动过,但还可以继续移动或者攻击敌人。 |
红 |
![]() | 你控制这个单位,该单位已经没有剩余行动力。 |
蓝 |
![]() | 你不能控制的友军单位 |
- |
![]() | 敌方单位顶部不显示环状图标。 |
Below each unit there will normally be a colored ellipses or base. The color identifies its team; in a campaign game, the human-player color is red. The team color will also show up in parts of the unit’s clothing, or possibly on a shield insignia.
通常光环是一个实心圆盘,因为视角原因看起来像椭圆。有时候你看见的是有些像直升机螺旋桨的光环,这表明那个单位没有ZoC。比如0级单位。
有些战役里面指挥官是用星形光环表示,有些是用右上角的盾形徽章表示(一些也不能失去的特殊人物),还有一些没有特别表示。用哪一种方式来表示指挥官取决于设计者的设计风格。
当你移到一个敌方单位旁边时,就可以攻击他。单击你自己的单位,再单击要攻击的敌方单位,会出现攻击选项画面。每个单位拥有一种或多种攻击武器。有些武器(比如剑)是近战武器,有些武器(比如弓)是远程武器。
如果你使用近战武器攻击,对手也会用近战武器反击。如果你使用远程武器攻击,对手也会用远程武器反击。如果对手没有对应的武器,就不能反击,当然也就不能对你造成伤害。
不同类型的武器伤害不同,每回合攻击次数也不同。例如,精灵战士使用剑的时候,每次攻击造成5点伤害,一回合攻击4次。这在游戏中表示为5-4,意思是每次攻击5点伤害,每回合攻击4次。
Every unit has a chance of being hit based on the terrain it is in. For instance, units in castles and villages have a lower chance of being hit, and Elves in forest have a low chance of being hit. To see a unit’s defense rating (i.e. chance not to be hit) in terrain, click on the unit, and then mouse over the terrain you’re interested in, and the defense rating will be displayed as a percentage value in the status pane, as well as shown over the terrain hex.
通过点击战斗窗口中的“伤害计算”按钮,可以获取包括攻击方和防守方被杀死几率在内的更多信息。
每个单位每回合通过治疗(healing)最多可以回8点血。如果一个单位在回合内既不移动也不攻击,我们就说这个单位在休息。休息可以回2点血。通过休息回血是附加到治疗回血之上的,所以一个单位一回合最多可能回10点血。
单位可以通过两种方式接受治疗:
Some attacks can inflict poison damage on your unit. When this happens the poisoned unit will take 8 damage each turn until it is cured. Poison can be cured by waiting on a village or being next to a unit with the cures ability. Units with the heals ability can only prevent the poison from causing damage that turn, not cure it. When poison is cured the unit does not gain or lose hitpoints on that turn due to healing/poisoning. A unit can not be healed normally until it is cured of poisoning. Resting is still allowed, although it will not substantially diminish the poison’s effect.
关于治疗的小提示:
目录
下面的基本战斗原则和技巧目的是让你以老兵的身份来开始wesnoth生涯。提到的具体的小例子大致是来自战役“即位者(Heir to the Throne)”。
不要让受伤的单位去送死。一旦一个单位仅剩余50% HP,你就应该认真考虑把他撤退到安全地点。然后把他置于村庄或者能治疗的单位旁边(比如精灵萨满和白魔法师)。有治疗技能的单位非常有用。
This is for practical reasons: a heavily wounded unit cannot hold back or kill the enemy. During attack and counterattack, it most often will perish. Further, by sending it to its sure death, its gathered experience points (XP) are lost. Recruiting a replacement may be impossible because the leader is not in its keep or because funds are running low. Even if you can recruit a replacement, it is most often far away from the battle front. So don’t waste your units.
How do you guard wounded units? They are best guarded by being out of the adversary’s reach. No enemy can attack them if enemies cannot even come near them. The next section about zone of control (ZOC) shows how to restrict the enemy’s moves.
在动作菜单,你可以选择“显示敌方移动”来高亮所有对手能到达的区域。这个命令考虑了ZoC的影响。这样你就可以检查并确保没有敌人可以靠近你的瀕死单位。
两军相接时,你肯定想先发制人。所以你可以试着结束回合时,让你的单位停留在敌人攻击范围外。对手不能攻击你,但是很可能进入你的射程范围。
每个1级(或以上)单位都在他周围6个格子生成一个控制区域。当敌人移动到这6个格子中的任何一个,就被迫停下来,结束当前回合的移动。只有极少数拥有“游击”技能的单位忽略ZoC。
由于控制区域的存在,敌人不能从两个位置相对,中间隔1-2格的单位中穿过。通过组合成对的这样的单位,排成一条直线或者在不同的方向使用,你就可以不让敌人靠近阵形后面的受伤单位。他必须先打败组成ZoC防线的单位。如果只有很少的敌人能攻击到受伤单位,甚至单单一个单位也能在他后面形成一小块安全区域。
将你的单位排成一条线,两两之间最多留一个格子,就能形成一条相当牢固的防线。注意,wesnoth是六角战旗游戏,东西方向的不是直线,而是锯齿曲线。南北向和对角才是真正的直线。
如果敌人只从(防线的)一个方向进攻,你的任何一个单位最多受到对方两个单位同时攻击。一般来说,一个没有特别缺陷的健康单位可以承受两个与他同级或更低等级普通单位的攻击,而不会被杀死。
不幸的是,你的防线经常不得不弯曲而形成尖角,或者受到地形限制(而不能排成直线)。在折点的单位可能会同时受到3个敌人的攻击。这种情况在太短的防线的两端也会发生。应该使用具有高攻击,能适应地形或者对地方攻击抗性高的单位把守这些薄弱点。这种位置的单位最可能被杀掉,所以应该使用没有或者只有很少经验值的单位。
把部队列成直线可以有效避免单个单位被对方包围。由于ZoC限制,前后各有一个敌人的单位就被卡住了。
当前线有单位严重受伤时,你可以把他安全转移到防线后面。为了保持防线,你需要用一个后备单位来顶替他的位置。所以应该随时保持两三个单位在防线后面备用。如果你有带治疗技能的单位,后方受伤单位很快就能恢复。
可以注意到:你的单位能穿过被己方单位占据的格子。
Try to position your troops so that they are attacking from a hex with high defense against an enemy in a hex with low terrain. That way, the enemy’s counterstrikes will be less likely to do damage.
例如:你可以把精灵单位刚好放到森林边上,这样进攻的兽族就必须站在草地上,而你的精灵则享受森林地形的高防御。
前进和攻击无疑是取得战斗胜利中最有意思的部分。在你的前进道路上杀死或削弱敌人的力量,将战线向前推移。因为对手下回合会反击,所以这可能需要作出慎重做出决定。
Often, you will throw several units at a single enemy unit to finish him off, but these were forming your defensive line which is now partly broken. Maybe this doesn’t matter because you are out of reach of the next enemy unit. Maybe it does because you only managed to weaken a very strong enemy and next turn, he is going to strike back. Perhaps a Horseman can deliver the killing blow.
Striking first is an advantage because it allows you the choice of which units will face off. Take advantage of enemy weakness: e.g. direct your ranged attacks against foes without ranged weapons. Take advantage of weaknesses like Horsemen’s vulnerability to pierce. But remember that they get to attack back on their turn, so you might have weaknesses the enemy may exploit.
例如,骑手可以很好地对抗兽人步兵和巨魔幼崽,因为他们对利刃和冲击有抗性。但是他们面对兽人弓箭手或者地精长矛兵时有可能会很快就死掉。
It usually pays off if you can definitively kill (or almost kill) the faced unit. If you are unsure of finishing off the enemy in one turn, either ensure that your unit can weather the return attacks or decide that you’re willing to lose that unit. To withstand the enemy’s strikes next turn, it is often wise to attack at the range that allows the enemy to do least damage to you, rather than choosing the maximum expected damage to the enemy.
In particular, use your ranged weapons if the enemy has no ranged attack. The computer’s default choice only looks for the most damage you can deal, so using it will often result in your units taking more damage than necessary.
你还记得守序单位(人类)在白天能更好战斗,混乱单位(兽族,不死族)在晚上能更好战斗吧。最理想的是在你战斗力增强,敌人战斗力减弱的时候接触他们。在敌人战斗能力增强的时候,通常稳固防线,把持防守位置是值得的。当他们战斗能力即将减弱时,你就开始前进。
例如,精灵面对兽人晚上的猛攻可能选择在森林里防守,等太阳出来再迈进。你甚至可以注意到AI控制的兽人在白天也会积极撤退。
在战役中,建造一支有经验的部队是非常重要的。靠后的场景会假设你拥有2级和3级单位可供召回。
获取经验值主要靠杀死对方单位(根据对方等级,每等级8点)。所以,通常应该用高等级单位削弱敌人,然后把最后一击留给更需要经验的单位。特别的,治疗者通常在连续对抗中很弱,需要偷人头来升到更高等级。
刚开始的时候(这时你没有高等级单位),试着把最后一击留给一小撮单位。这会让他们更快的到达2级,之后他们可以带领你的其它单位战斗。
Don’t neglect to earn your leader experience. You need to keep him safe, but if you coddle him too much he will be too low level to survive future scenarios anyway.
记住,游戏的目标就是获得乐趣。怎样获取最多乐趣?这里有来自游戏开发组的一些建议:
时间真的很重要: