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<html xmlns="http://www.w3.org/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><title>Battle for Wesnoth User’s Manual</title><link rel="stylesheet" href="./styles/manual.css" type="text/css" /><meta name="generator" content="DocBook XSL Stylesheets V1.75.2" /></head><body><div xml:lang="zh_CN" class="book" title="Battle for Wesnoth User’s Manual" lang="zh_CN"><div class="titlepage"><div><div><h1 class="title"><a id="id266198"></a>Battle for Wesnoth User’s Manual</h1></div></div><hr /></div><div class="toc"><p><b>目录</b></p><dl><dt><span class="preface"><a href="#_preface">序</a></span></dt><dt><span class="chapter"><a href="#_getting_started">1. 新手上路</a></span></dt><dd><dl><dt><span class="section"><a href="#_the_world">1.1. 这个世界</a></span></dt><dd><dl><dt><span class="section"><a href="#_the_creatures">1.1.1. 生物</a></span></dt></dl></dd><dt><span class="section"><a href="#_finding_your_way">1.2. 新手上路</a></span></dt><dt><span class="section"><a href="#_game_modes">1.3. 游戏模式</a></span></dt><dd><dl><dt><span class="section"><a href="#_campaigns">1.3.1. 战役</a></span></dt><dt><span class="section"><a href="#scenarios">1.3.2. 场景</a></span></dt><dt><span class="section"><a href="#game_screen">1.3.3. 游戏画面</a></span></dt><dt><span class="section"><a href="#_recruit_and_recall">1.3.4. 招募和召回</a></span></dt><dt><span class="section"><a href="#_your_army">1.3.5. 你的部队</a></span></dt><dt><span class="section"><a href="#_life_and_death_experience">1.3.6. 生或死 - 经验值</a></span></dt><dt><span class="section"><a href="#_victory_and_defeat">1.3.7. 胜利和失败</a></span></dt><dt><span class="section"><a href="#_gold">1.3.8. 金币</a></span></dt><dt><span class="section"><a href="#_save_and_load">1.3.9. 存档、读档</a></span></dt></dl></dd></dl></dd><dt><span class="chapter"><a href="#_playing">2. 游戏</a></span></dt><dd><dl><dt><span class="section"><a href="#_controls">2.1. 控制</a></span></dt><dt><span class="section"><a href="#_gold_2">2.2. 金币</a></span></dt><dd><dl><dt><span class="section"><a href="#_recruiting_and_recalling">2.2.1. 招募与召回</a></span></dt><dt><span class="section"><a href="#_upkeep">2.2.2. 维护费用</a></span></dt><dt><span class="section"><a href="#_income">2.2.3. 收入</a></span></dt></dl></dd><dt><span class="section"><a href="#_units">2.3. 单位</a></span></dt><dd><dl><dt><span class="section"><a href="#_alignment">2.3.1. 阵营</a></span></dt><dt><span class="section"><a href="#traits">2.3.2. 特质</a></span></dt><dt><span class="section"><a href="#_unit_specialties">2.3.3. 单位特长</a></span></dt><dt><span class="section"><a href="#_abilities">2.3.4. 技能</a></span></dt><dt><span class="section"><a href="#_experience">2.3.5. 经验值</a></span></dt><dt><span class="section"><a href="#unit_recall">2.3.6. 召回单位</a></span></dt></dl></dd><dt><span class="section"><a href="#_moving">2.4. 移动</a></span></dt><dd><dl><dt><span class="section"><a href="#_zone_of_control">2.4.1. 控制区域(Zone of Control, ZoC)</a></span></dt><dt><span class="section"><a href="#orbs">2.4.2. 环状图标</a></span></dt><dt><span class="section"><a href="#_ellipses_team_colors_and_hero_icons">2.4.3. 光环, 阵营颜色和英雄图标</a></span></dt></dl></dd><dt><span class="section"><a href="#_fighting">2.5. 战斗</a></span></dt><dd><dl><dt><span class="section"><a href="#_attack_types">2.5.1. 攻击方式</a></span></dt><dt><span class="section"><a href="#_resistance">2.5.2. 抗性</a></span></dt></dl></dd><dt><span class="section"><a href="#_healing">2.6. 治疗</a></span></dt><dd><dl><dt><span class="section"><a href="#_regeneration">2.6.1. 愈合</a></span></dt><dt><span class="section"><a href="#_poison">2.6.2. 毒药</a></span></dt></dl></dd></dl></dd><dt><span class="chapter"><a href="#_strategy_and_tips">3. 战术和技巧</a></span></dt><dd><dl><dt><span class="section"><a href="#basic_strategy">3.1. 基本战术</a></span></dt><dd><dl><dt><span class="section"><a href="#_don_8217_t_waste_units">3.1.1. Don’t waste units</a></span></dt><dt><span class="section"><a href="#_out_of_the_enemy_8217_s_reach">3.1.2. Out of the enemy’s reach</a></span></dt><dt><span class="section"><a href="#zoc">3.1.3. 通过控制区域(ZoC)来防守</a></span></dt><dt><span class="section"><a href="#_maintain_a_defensive_line">3.1.4. 维持防守阵形</a></span></dt><dt><span class="section"><a href="#_rotate_your_troops">3.1.5. 转移你的部队</a></span></dt><dt><span class="section"><a href="#_use_the_terrain">3.1.6. 利用地形</a></span></dt><dt><span class="section"><a href="#_attacking_and_choosing_your_targets">3.1.7. 攻击,选择目标</a></span></dt><dt><span class="section"><a href="#_time_of_day">3.1.8. 时刻</a></span></dt><dt><span class="section"><a href="#_experience_2">3.1.9. 经验值</a></span></dt></dl></dd><dt><span class="section"><a href="#_getting_the_most_fun_out_of_the_game">3.2. 获取最大游戏乐趣</a></span></dt><dd><dl><dt><span class="section"><a href="#_at_the_start_of_a_scenario">3.2.1. 开始战役</a></span></dt><dt><span class="section"><a href="#_during_the_scenario">3.2.2. 战役之中</a></span></dt><dt><span class="section"><a href="#_healing_2">3.2.3. 治疗</a></span></dt><dt><span class="section"><a href="#_winning_a_scenario">3.2.4. 赢得战役</a></span></dt><dt><span class="section"><a href="#_more_general_tips">3.2.5. 更多一般性的提示</a></span></dt></dl></dd></dl></dd></dl></div><div class="preface" title="序"><div class="titlepage"><div><div><h2 class="title"><a id="_preface"></a>序</h2></div></div></div><p>韦诺之战是一个奇幻主题的回合制策略游戏</p><p><span class="emphasis"><em>建造一支强大的部队</em></span>,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。</p><p>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。</p><p>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。</p><p>Battle for Wesnoth is open-source software, and a thriving community of
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volunteers cooperates to improve the game. You can create your own custom
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units, write your own scenarios, and even script full-blown
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campaigns. User-maintained content is available from an add-on server, and
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the very best of it is incorporated into Battle for Wesnoth’s official
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releases.</p></div><div class="chapter" title="第 1 章 新手上路"><div class="titlepage"><div><div><h2 class="title"><a id="_getting_started"></a>第 1 章 新手上路</h2></div></div></div><div class="section" title="1.1. 这个世界"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_the_world"></a>1.1. 这个世界</h2></div></div></div><p>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。</p><p>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
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Swamp(绿色沼泽),西面是Ocean(海洋)。Elensefar曾经是Wesnoth的一个省,由北面Great
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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)。</p><p>位于Great
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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。</p><p>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。</p><div class="section" title="1.1.1. 生物"><div class="titlepage"><div><div><h3 class="title"><a id="_the_creatures"></a>1.1.1. 生物</h3></div></div></div><p>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。</p><p>For game purposes, the races group into factions; for example, orcs often
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cooperate with trolls, and elves or dwarves with humans. Some other factions
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reflect divisions within human society — loyalists
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vs. outlaws, for example. In most campaigns, you will control units drawn a
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single faction. But sometimes factions make alliances with others, so you
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may face more than one faction in a scenario.</p></div></div><div class="section" title="1.2. 新手上路"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_finding_your_way"></a>1.2. 新手上路</h2></div></div></div><p>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")</p><p><span class="inlinemediaobject"><img src="images/main-menu-1.5.11.jpg" alt="Main Menu" /></span></p><div class="variablelist"><dl><dt><span class="term">
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教程
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</span></dt><dd>
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The tutorial is a real, but basic, game which teaches you some of the basic
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controls needed to play the game. Winning or losing is not important here,
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but learning what to do is. Click the Tutorial button to play. In the
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Tutorial you are in the role of the prince Konrad or the princess
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Li’sar, learning from the Elder Mage Delfador - pay attention or he
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might turn you into a newt.
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</dd><dt><span class="term">
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战役
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</span></dt><dd>
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Wesnoth主要的游戏方式就是战役。战役是由一系列场景组成的。单击这个按钮开始玩一个战役。wesnoth会列出电脑上已经安装的所有战役(可以到网上下载更多战役)。选择一个战役,单击确定开始,单击取消退出。每个战役都有一个难度:容易,中等,困难。我推荐你选择中等难度,因为这个难度有挑战性并且不会太难。一旦开始战役,在中途你将不能改变游戏难度。如果你通关遇到困难,关于<a class="link" href="#basic_strategy" title="3.1. 基本战术">基本战术</a>的指南可能会有用。选择难度之后,战役的第一个场景就开始了。
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</dd><dt><span class="term">
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多人对战
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</span></dt><dd>
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单击这个按钮开始一个场景游戏,对抗一个或者多个对手。可以选择本地游戏也可以联机游戏,可以和电脑对战也可以和人对战。按下这个按钮后会弹出一个对话框让你选择要怎么玩这个场景。更多信息参考
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<a class="link" href="#scenarios" title="1.3.2. 场景">scenarios</a>
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</dd><dt><span class="term">
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装载
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</span></dt><dd>
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单击这个按钮装载之前保存过的游戏。游戏会显示一个保存过的游戏列表。选择一个保存的游戏,单击确定继续,或者单击取消返回主菜单。如果你选择的是一个游戏录像,可以选中录像(Replay)选项。装载的游戏会从头自动播放整个录像。你只需要看着就行。
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</dd><dt><span class="term">
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Add-ons
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</span></dt><dd>
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单击这个按钮进入官方内容服务器。服务器上有许多由普通玩家制作的内容,其中有战役,多人游戏eras,多人游戏地图等。通过"删除Add-ons"按钮,你可以删掉原来下载的内容。
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</dd><dt><span class="term">
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地图编辑器
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</span></dt><dd>
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单击这个按钮启动地图编辑器,使用地图编辑器你可以制作自定义地图。这些地图可以在多人游戏或自定义战役中使用。
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</dd><dt><span class="term">
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语言
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</span></dt><dd>
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单击这个按钮,选择语言,单击确定使用选定的语言,或者取消继续使用原来的语言。第一次启动Wesnoth的时候,会使用英语或者你的系统当前语言。一旦你改变了语言,下次就会用你选定的语言启动游戏。
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</dd><dt><span class="term">
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设置
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</span></dt><dd>
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单击这里改变默认设置
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</dd><dt><span class="term">
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Credits
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</span></dt><dd>
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单击这个按钮查看Wesnoth主要贡献者名单。通常你能在 irc.freenode.org:6667 的#wesnoth 频道找到实时名单。
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</dd><dt><span class="term">
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退出
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</span></dt><dd>
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单击这个按钮关闭Wesnoth
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</dd><dt><span class="term">
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帮助
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</span></dt><dd>
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单击这个按钮打开游戏集成的帮助系统。帮助提供游戏里面各种单位的信息和其他一些与游戏相关的内容。大部分信息都会在这个手册里提到。
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</dd><dt><span class="term">
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下一个
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</span></dt><dd>
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单击这个按钮查看每日提示
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</dd><dt><span class="term">
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前一个
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</span></dt><dd>
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单击这个按钮查看每日提示——源于"韦诺典籍"
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</dd><dt><span class="term">
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信封
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</span></dt><dd>
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单击这个按钮(信封图标)打开一个对话框。你可以选择开启或关闭摘要上传,上传的信息能帮助我们调整战役的平衡性。所有上传的数据都将是匿名的。
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</dd></dl></div></div><div class="section" title="1.3. 游戏模式"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_game_modes"></a>1.3. 游戏模式</h2></div></div></div><p>韦诺之战有两种基本玩法:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem">
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一系列场景组成的连续的战役,与电脑AI打。
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</li><li class="listitem">
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就一个场景进行对抗,可以选择电脑作为对手也可以和人对抗。
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</li></ul></div><div class="section" title="1.3.1. 战役"><div class="titlepage"><div><div><h3 class="title"><a id="_campaigns"></a>1.3.1. 战役</h3></div></div></div><p>Campaigns are sequences of battles with a connecting storyline. Typical
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campaigns have about 10-20 scenarios. The main advantage with campaigns is
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that they allow you to develop your army. As you complete each scenario, the
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remaining units at the end are saved for you to use in the next scenario. If
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you choose not to use a unit at all during a scenario it is carried over to
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the next, so you don’t lose units you don’t use.</p><p>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。</p></div><div class="section" title="1.3.2. 场景"><div class="titlepage"><div><div><h3 class="title"><a id="scenarios"></a>1.3.2. 场景</h3></div></div></div><p>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。</p><p>In general multiplayer games are played against other players via the
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Internet (you can also run them on your LAN if you have one). All these
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||
games are co-ordinated through the Wesnoth multiplayer server. Multiplayer
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games can take anywhere from 1 hour to 10 hours, depending on how many
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players there are (and the size of the map). The average time is between 3
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to 7 hours. Games can be saved and loaded as many times as you like. So,
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it’s possible for some games to last 1 or 2 weeks, even though the
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play time is only a few hours. You cannot carry over units in multiplayer
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from one scenario to the next, so building up your army’s strength is
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possible only within the scenario.</p><p>单击“多人游戏”按钮可能会出现这几个选项:</p><p><span class="inlinemediaobject"><img src="images/multiplayer-1.5.11.jpg" alt="Multiplayer dialog" /></span></p><div class="section" title="1.3.2.1. 登录"><div class="titlepage"><div><div><h4 class="title"><a id="_login"></a>1.3.2.1. 登录</h4></div></div></div><p>这是你在多人对战服务器上的用户名。如果你有<a class="ulink" href="http://www.wesnoth.org/forum" target="_top">Wesnoth
|
||
论坛</a>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。</p></div><div class="section" title="1.3.2.2. 加入官方服务器"><div class="titlepage"><div><div><h4 class="title"><a id="_join_official_server"></a>1.3.2.2. 加入官方服务器</h4></div></div></div><p>这个选项直接连接到官方服务器。连接成功后进入游戏大厅。你可以自己建一个新游戏,也可以加入一个别人已经建好正等人加入的游戏。</p></div><div class="section" title="1.3.2.3. 连接到服务器"><div class="titlepage"><div><div><h4 class="title"><a id="_connect_to_server"></a>1.3.2.3. 连接到服务器</h4></div></div></div><p>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。</p><p>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:<a class="ulink" href="http://wesnoth.org/wiki/MultiplayerServers" target="_top">多人游戏服务器</a>.</p><p>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。</p></div><div class="section" title="1.3.2.4. 建立联网游戏"><div class="titlepage"><div><div><h4 class="title"><a id="_host_networked_game"></a>1.3.2.4. 建立联网游戏</h4></div></div></div><p>不用外界服务器,你可以自己建立服务器,需要运行
|
||
<span class="emphasis"><em>wesnothd</em></span>,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。</p></div><div class="section" title="1.3.2.5. 本地游戏"><div class="titlepage"><div><div><h4 class="title"><a id="_local_game"></a>1.3.2.5. 本地游戏</h4></div></div></div><p>这个选项在本地建立一个游戏。你可以和朋友在一台电脑前对战,大家轮流控制。游戏时间和联网游戏一样。也可以和电脑AI对战。通过和电脑对战可以帮助你熟悉各种地图和种族优(劣)势。当然你可以既选择AI又选择其它玩家,这样可以两个人一起打电脑AI。</p></div></div><div class="section" title="1.3.3. 游戏画面"><div class="titlepage"><div><div><h3 class="title"><a id="game_screen"></a>1.3.3. 游戏画面</h3></div></div></div><p><span class="inlinemediaobject"><img src="images/game-screen-1.5.7.jpg" alt="Game Screen" /></span></p><p>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。</p><p><span class="inlinemediaobject"><img src="images/top_pane-1.5.7.jpg" alt="Top Panel" /></span></p><p>屏幕顶部从左到右依次是:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem">
|
||
菜单按钮
|
||
</li><li class="listitem">
|
||
动作按钮
|
||
</li><li class="listitem">
|
||
回合数(当前回合/最大回合)
|
||
</li><li class="listitem">
|
||
金钱
|
||
</li><li class="listitem">
|
||
村庄(你的村庄/总村庄数)
|
||
</li><li class="listitem">
|
||
单位数
|
||
</li><li class="listitem">
|
||
维护费用
|
||
</li><li class="listitem">
|
||
收入
|
||
</li><li class="listitem">
|
||
当前时间或者剩余时间(限时多人游戏中)
|
||
</li><li class="listitem">
|
||
当前位置(x坐标,y坐标)
|
||
</li><li class="listitem">
|
||
当前选择的被标记的单位的防御和行动力
|
||
</li><li class="listitem">
|
||
当前格地形
|
||
</li></ol></div><p><span class="inlinemediaobject"><img src="images/right_pane-1.5.7.jpg" alt="Right Panel" /></span></p><p>右边从上到下依次是:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem">
|
||
小地图
|
||
</li><li class="listitem">
|
||
时间指示牌
|
||
</li><li class="listitem">
|
||
所选单位的资料
|
||
</li><li class="listitem">
|
||
结束当前回合
|
||
</li></ol></div></div><div class="section" title="1.3.4. 招募和召回"><div class="titlepage"><div><div><h3 class="title"><a id="_recruit_and_recall"></a>1.3.4. 招募和召回</h3></div></div></div><p>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。</p><p>The first thing you will probably want to do is recruit your first
|
||
unit. Press <code class="literal">Ctrl-R</code> (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.</p><p>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。</p></div><div class="section" title="1.3.5. 你的部队"><div class="titlepage"><div><div><h3 class="title"><a id="_your_army"></a>1.3.5. 你的部队</h3></div></div></div><p>所有游戏方式使用一样的士兵,称之为单位。每个单位因种族,等级而不同。根据防御,当前地形和等级的不同,他们各有优缺点。详细信息参见单位列表和移动类型表</p></div><div class="section" title="1.3.6. 生或死 - 经验值"><div class="titlepage"><div><div><h3 class="title"><a id="_life_and_death_experience"></a>1.3.6. 生或死 - 经验值</h3></div></div></div><p>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.</p></div><div class="section" title="1.3.7. 胜利和失败"><div class="titlepage"><div><div><h3 class="title"><a id="_victory_and_defeat"></a>1.3.7. 胜利和失败</h3></div></div></div><p>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。</p><p>当你赢得胜利时,地图显示为灰色,<span class="emphasis"><em>结束回合</em></span>按钮变成<span class="emphasis"><em>结束场景</em></span>。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。</p></div><div class="section" title="1.3.8. 金币"><div class="titlepage"><div><div><h3 class="title"><a id="_gold"></a>1.3.8. 金币</h3></div></div></div><p>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 <a class="link" href="#game_screen" title="1.3.3. 游戏画面">game screen</a>.</p></div><div class="section" title="1.3.9. 存档、读档"><div class="titlepage"><div><div><h3 class="title"><a id="_save_and_load"></a>1.3.9. 存档、读档</h3></div></div></div><p>每个场景开始时你都会自动存档。如果你失败了可以读档再来。如果成功了,游戏提示你保存并进入下一场景。如果玩到一半有其它事情要做,可以先存档,日后读档继续玩。但是要记住,一个好的韦诺之战玩家永远不需要在一个场景中途存档。然而,很多新手开始经常这样做。</p></div></div></div><div class="chapter" title="第 2 章 游戏"><div class="titlepage"><div><div><h2 class="title"><a id="_playing"></a>第 2 章 游戏</h2></div></div></div><div class="section" title="2.1. 控制"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_controls"></a>2.1. 控制</h2></div></div></div><p>这是默认的按键设置。可以根据需要在选项菜单中调整。</p><div class="table"><a id="id311855"></a><p class="title"><b>表 2.1. 控制和快捷键</b></p><div class="table-contents"><table summary="控制和快捷键" cellpadding="4px" style="border-collapse: collapse;border-top: 2px solid #527bbd; border-bottom: 2px solid #527bbd; "><colgroup><col align="left" /><col align="left" /></colgroup><tbody><tr><td style="" align="left">
|
||
F1
|
||
</td><td style="" align="left">
|
||
韦诺之战帮助
|
||
</td></tr><tr><td style="" align="left">
|
||
方向键
|
||
</td><td style="" align="left">
|
||
滚动
|
||
</td></tr><tr><td style="" align="left">
|
||
左键单击
|
||
</td><td style="" align="left">
|
||
选择单位,移动单位
|
||
</td></tr><tr><td style="" align="left">
|
||
右键单击
|
||
</td><td style="" align="left">
|
||
主菜单,取消动作
|
||
</td></tr><tr><td style="" align="left">
|
||
中键单击
|
||
</td><td style="" align="left">
|
||
将所选位置居中显示
|
||
</td></tr><tr><td style="" align="left">
|
||
Escape
|
||
</td><td style="" align="left">
|
||
退出游戏,退出菜单,取消聊天
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-r
|
||
</td><td style="" align="left">
|
||
招募单位
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-alt-r
|
||
</td><td style="" align="left">
|
||
重复上次招募
|
||
</td></tr><tr><td style="" align="left">
|
||
Alt-r
|
||
</td><td style="" align="left">
|
||
召回单位
|
||
</td></tr><tr><td style="" align="left">
|
||
u
|
||
</td><td style="" align="left">
|
||
撤销上次移动(非决定性移动才能被撤销)
|
||
</td></tr><tr><td style="" align="left">
|
||
r
|
||
</td><td style="" align="left">
|
||
重做移动
|
||
</td></tr><tr><td style="" align="left">
|
||
m
|
||
</td><td style="" align="left">
|
||
和另一个玩家聊天(多人游戏中)
|
||
</td></tr><tr><td style="" align="left">
|
||
ctrl-m
|
||
</td><td style="" align="left">
|
||
和队友聊天(多人游戏中)
|
||
</td></tr><tr><td style="" align="left">
|
||
Alt-m
|
||
</td><td style="" align="left">
|
||
和所有人聊天(多人游戏中)
|
||
</td></tr><tr><td style="" align="left">
|
||
Alt-c
|
||
</td><td style="" align="left">
|
||
查看聊天记录
|
||
</td></tr><tr><td style="" align="left">
|
||
n
|
||
</td><td style="" align="left">
|
||
轮流选中还有移动力的单位
|
||
</td></tr><tr><td style="" align="left">
|
||
N
|
||
</td><td style="" align="left">
|
||
轮流选中还有移动力的单位,反向
|
||
</td></tr><tr><td style="" align="left">
|
||
Space
|
||
</td><td style="" align="left">
|
||
结束当前单位的回合,定位到下一个还有移动力的单位。
|
||
</td></tr><tr><td style="" align="left">
|
||
Shift-Space
|
||
</td><td style="" align="left">
|
||
命令当前单位保持位置(结束它的移动力)
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-Space
|
||
</td><td style="" align="left">
|
||
End this player’s turn
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-v
|
||
</td><td style="" align="left">
|
||
显示敌方移动(所有敌方下回合可以到的位置)
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-b
|
||
</td><td style="" align="left">
|
||
显示如果没有你的单位(ZoA),敌方可能的移动
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-j
|
||
</td><td style="" align="left">
|
||
显示场景任务目标
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-f
|
||
</td><td style="" align="left">
|
||
切换全屏/窗口模式
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-a
|
||
</td><td style="" align="left">
|
||
开启/关闭加速游戏模式
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-g
|
||
</td><td style="" align="left">
|
||
开启/关闭网格显示
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-c
|
||
</td><td style="" align="left">
|
||
清除屏幕上的标签
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-s
|
||
</td><td style="" align="left">
|
||
保存游戏
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-o
|
||
</td><td style="" align="left">
|
||
载入游戏
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-p
|
||
</td><td style="" align="left">
|
||
进入选项菜单
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-q
|
||
</td><td style="" align="left">
|
||
退出游戏
|
||
</td></tr><tr><td style="" align="left">
|
||
/
|
||
</td><td style="" align="left">
|
||
查找(查找标签或者单位名)
|
||
</td></tr><tr><td style="" align="left">
|
||
t
|
||
</td><td style="" align="left">
|
||
继续被打断的移动
|
||
</td></tr><tr><td style="" align="left">
|
||
+
|
||
</td><td style="" align="left">
|
||
放大
|
||
</td></tr><tr><td style="" align="left">
|
||
-
|
||
</td><td style="" align="left">
|
||
缩小
|
||
</td></tr><tr><td style="" align="left">
|
||
0
|
||
</td><td style="" align="left">
|
||
重置到原始大小
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-n
|
||
</td><td style="" align="left">
|
||
重命名单位
|
||
</td></tr><tr><td style="" align="left">
|
||
1-7
|
||
</td><td style="" align="left">
|
||
显示在那个回合数选中单位可能移动的距离
|
||
</td></tr><tr><td style="" align="left">
|
||
l
|
||
</td><td style="" align="left">
|
||
移动到指挥官
|
||
</td></tr><tr><td style="" align="left">
|
||
d
|
||
</td><td style="" align="left">
|
||
描述当前单位
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-g
|
||
</td><td style="" align="left">
|
||
开启/关闭网格显示
|
||
</td></tr><tr><td style="" align="left">
|
||
S
|
||
</td><td style="" align="left">
|
||
刷新战争迷雾
|
||
</td></tr><tr><td style="" align="left">
|
||
D
|
||
</td><td style="" align="left">
|
||
延迟战争迷雾刷新
|
||
</td></tr><tr><td style="" align="left">
|
||
Alt-l
|
||
</td><td style="" align="left">
|
||
为格子设立一个标签
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-l
|
||
</td><td style="" align="left">
|
||
设置队伍标签
|
||
</td></tr><tr><td style="" align="left">
|
||
Alt-s
|
||
</td><td style="" align="left">
|
||
显示状态表
|
||
</td></tr><tr><td style="" align="left">
|
||
s
|
||
</td><td style="" align="left">
|
||
显示统计
|
||
</td></tr><tr><td style="" align="left">
|
||
Alt-u
|
||
</td><td style="" align="left">
|
||
显示单位列表
|
||
</td></tr><tr><td style="" align="left">
|
||
Ctrl-alt-m
|
||
</td><td style="" align="left">
|
||
禁音/取消禁音
|
||
</td></tr><tr><td style="" align="left">
|
||
:
|
||
</td><td style="" align="left">
|
||
<a class="ulink" href="http://www.wesnoth.org/wiki/CommandMode" target="_top">Command mode</a>
|
||
</td></tr></tbody></table></div></div><br class="table-break" /></div><div class="section" title="2.2. 金币"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_gold_2"></a>2.2. 金币</h2></div></div></div><p>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。</p><div class="section" title="2.2.1. 招募与召回"><div class="titlepage"><div><div><h3 class="title"><a id="_recruiting_and_recalling"></a>2.2.1. 招募与召回</h3></div></div></div><p><span class="inlinemediaobject"><img src="images/recruit-1.5.7.jpg" alt="Recruit dialog" /></span></p><p>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。</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem">
|
||
右键单击城堡的一个空位,选择招募来招募显示列表中的新单位。招募花费的金钱取决于单位类别,不过通常是10-20金子。
|
||
</li><li class="listitem">
|
||
右键单击城堡的一个空位,选择召回来召回上一场景存活的单位。召回总是每单位20金子。查看<a class="link" href="#unit_recall" title="2.3.6. 召回单位">召回单位</a>获取更多信息。
|
||
</li></ul></div></div><div class="section" title="2.2.2. 维护费用"><div class="titlepage"><div><div><h3 class="title"><a id="_upkeep"></a>2.2.2. 维护费用</h3></div></div></div><p>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 (<a class="link" href="#traits" title="2.3.2. 特质">see below</a>). 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.</p></div><div class="section" title="2.2.3. 收入"><div class="titlepage"><div><div><h3 class="title"><a id="_income"></a>2.2.3. 收入</h3></div></div></div><p>所以,决定每回合收入的公式是</p><pre class="literallayout">2 + villages - maximum(0, upkeep - villages)</pre><p>维护费与你非“忠诚”单位等级之和相等。</p><p>如果维护费大于你拥有的村庄数+2 时,你的金钱就开始减少。如果相等,则既没有收入,也没有支出。</p></div></div><div class="section" title="2.3. 单位"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_units"></a>2.3. 单位</h2></div></div></div><p>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 <a class="link" href="#traits" title="2.3.2. 特质">特质</a>
|
||
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。</p><p>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。</p><div class="section" title="2.3.1. 阵营"><div class="titlepage"><div><div><h3 class="title"><a id="_alignment"></a>2.3.1. 阵营</h3></div></div></div><p>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。</p><p>“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。</p><p>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:</p><div class="table"><a id="id312573"></a><p class="title"><b>表 2.2. 时间段和攻击力</b></p><div class="table-contents"><table summary="时间段和攻击力" cellpadding="4px" style="border-collapse: collapse;border-top: 2px solid #527bbd; border-bottom: 2px solid #527bbd; "><colgroup><col align="left" /><col align="left" /><col align="left" /><col align="left" /><col align="left" /></colgroup><thead><tr><th style="" align="left">
|
||
回合
|
||
</th><th style="" align="left">
|
||
图像
|
||
</th><th style="" align="left">
|
||
Day-phase
|
||
</th><th style="" align="left">
|
||
守序
|
||
</th><th style="" align="left">
|
||
混乱
|
||
</th></tr></thead><tbody><tr><td style="" align="left">
|
||
1
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-dawn.png" alt="images/schedule-dawn.png" /></span>
|
||
</td><td style="" align="left">
|
||
黎明
|
||
</td><td style="" align="left">
|
||
--
|
||
</td><td style="" align="left">
|
||
--
|
||
</td></tr><tr><td style="" align="left">
|
||
2
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-morning.png" alt="images/schedule-morning.png" /></span>
|
||
</td><td style="" align="left">
|
||
白天(早上)
|
||
</td><td style="" align="left">
|
||
+25%
|
||
</td><td style="" align="left">
|
||
-25%
|
||
</td></tr><tr><td style="" align="left">
|
||
3
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-afternoon.png" alt="images/schedule-afternoon.png" /></span>
|
||
</td><td style="" align="left">
|
||
白天(下午)
|
||
</td><td style="" align="left">
|
||
+25%
|
||
</td><td style="" align="left">
|
||
-25%
|
||
</td></tr><tr><td style="" align="left">
|
||
4
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-dusk.png" alt="images/schedule-dusk.png" /></span>
|
||
</td><td style="" align="left">
|
||
黄昏
|
||
</td><td style="" align="left">
|
||
--
|
||
</td><td style="" align="left">
|
||
--
|
||
</td></tr><tr><td style="" align="left">
|
||
5
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-firstwatch.png" alt="images/schedule-firstwatch.png" /></span>
|
||
</td><td style="" align="left">
|
||
晚上(前半夜)
|
||
</td><td style="" align="left">
|
||
-25%
|
||
</td><td style="" align="left">
|
||
+25%
|
||
</td></tr><tr><td style="" align="left">
|
||
6
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-secondwatch.png" alt="images/schedule-secondwatch.png" /></span>
|
||
</td><td style="" align="left">
|
||
晚上(后半夜)
|
||
</td><td style="" align="left">
|
||
-25%
|
||
</td><td style="" align="left">
|
||
+25%
|
||
</td></tr><tr><td style="" align="left">
|
||
特殊
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-underground.png" alt="images/schedule-underground.png" /></span>
|
||
</td><td style="" align="left">
|
||
地下
|
||
</td><td style="" align="left">
|
||
-25%
|
||
</td><td style="" align="left">
|
||
+25%
|
||
</td></tr></tbody></table></div></div><br class="table-break" /><p>时刻注意有些场景是发生在地下的,地下永远是夜晚。</p><p>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
|
||
(<code class="literal">12 \* 1.25</code>) or 15 points, while the Chaotic unit will do
|
||
(<code class="literal">12 \* 0.75</code>) or 9 points. During First or Second Watch,
|
||
the Lawful unit would do 9 points compared to the Chaotic unit’s 15.</p><p>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。</p></div><div class="section" title="2.3.2. 特质"><div class="titlepage"><div><div><h3 class="title"><a id="traits"></a>2.3.2. 特质</h3></div></div></div><p>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。</p><p>大多数单位可能拥有以下特质:</p><div class="variablelist"><dl><dt><span class="term">
|
||
聪慧
|
||
</span></dt><dd>
|
||
聪慧单位升级需要的经验值比一般单位少20%,巨魔除外。聪慧单位在战役初期很有用,因为他们能更快升到高等级。战役后期聪慧特质则显得无关紧要,因为单位满级再升级(AMLA)并不会发生重大变化。如果你已经拥有很多<span class="emphasis"><em>满级</em></span>单位,可以考虑召回一些拥有更有用特质的单位。
|
||
</dd><dt><span class="term">
|
||
敏捷
|
||
</span></dt><dd>
|
||
Quick units have 1 extra movement point, but 5% less HP than usual. Quick
|
||
is the most noticeable trait, particularly in slower moving units such as
|
||
trolls or heavy infantry. Units with the Quick trait often have greatly
|
||
increased mobility in rough terrain, which can be important to consider when
|
||
deploying your forces. Also, Quick units aren’t quite as tough as
|
||
units without this trait and are subsequently less good at holding contested
|
||
positions.
|
||
</dd><dt><span class="term">
|
||
坚韧
|
||
</span></dt><dd>
|
||
坚韧单位与一般单位相比每4点血多加1点血。在战役每个阶段坚韧单位都很有用,不管对什么单位,坚韧特质都很有用。坚韧与低攻击,好的防守或者高抗性结合时最为有用。坚韧单位在把持战略要地时尤其有用。
|
||
</dd><dt><span class="term">
|
||
强壮
|
||
</span></dt><dd>
|
||
强壮单位在每次成功的近战连击中多1点攻击,另外比一般单位多1点血。尽管强壮对所有可以近战连击单位都有用,不过对于连击次数多的单位最具成效,比如精灵战士。强壮单位在差一丝血决定能不能把对方单位打死时,变得非常有用。
|
||
</dd></dl></div><p>有些特质只对特定单位或者特定种族的单位有效。它们是:</p><div class="variablelist"><dl><dt><span class="term">
|
||
灵巧
|
||
</span></dt><dd>
|
||
灵巧单位在每次成功的远程连击中多1点攻击。灵巧是精灵族独有的特质。精灵以姿态优雅和射术精湛而闻名于世。其中一些则拥有比天份更出色的能力。这些精灵每支箭多1点额外攻击。
|
||
</dd><dt><span class="term">
|
||
壮实
|
||
</span></dt><dd>
|
||
Renowned for their vitality, some dwarves are sturdier than others and can
|
||
rest heal even when traveling or fighting. Healthy units have 1 HP plus 1
|
||
HP per level more than usual and rest heal the usual 2 HP after each turn
|
||
regardless.
|
||
</dd><dt><span class="term">
|
||
无畏
|
||
</span></dt><dd>
|
||
即使在不适应的时间段,自己攻击能力也不受影响(重甲步兵,死灵食尸鬼,巨魔,僵尸)
|
||
</dd></dl></div><p>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。</p><div class="variablelist"><dl><dt><span class="term">
|
||
忠诚
|
||
</span></dt><dd>
|
||
Loyal units don’t incur upkeep. Most units incur an upkeep cost at the
|
||
end of every turn, which is equal to their level. Loyal units do not incur
|
||
this cost. During campaigns, certain units may opt to join the
|
||
player’s forces of their own volition. These units are marked with the
|
||
Loyal trait. Although they may require payment to be recalled, they never
|
||
incur any upkeep costs. This can make them invaluable during a long
|
||
campaign, when gold is in short supply. This trait is never given to
|
||
recruited units, so it may be unwise to dismiss such units or to send them
|
||
to a foolish death.
|
||
</dd><dt><span class="term">
|
||
不死族
|
||
</span></dt><dd>
|
||
Undead units are immune to poison, also drain and plague doesn’t work
|
||
on them. Undead units generally have <span class="emphasis"><em>Undead</em></span> as their
|
||
only trait. Since Undead units are the bodies of the dead, risen to fight
|
||
again, poison has no effect upon them. This can make them invaluable in
|
||
dealing with foes who use poison in conjunction with their attacks.
|
||
</dd><dt><span class="term">
|
||
机械
|
||
</span></dt><dd>
|
||
Mechanical units aren’t alive and thus are immune to poison, also
|
||
drain and plague doesn’t work on them. Mechanical units generally
|
||
have <span class="emphasis"><em>Mechanical</em></span> as their only trait.
|
||
</dd></dl></div></div><div class="section" title="2.3.3. 单位特长"><div class="titlepage"><div><div><h3 class="title"><a id="_unit_specialties"></a>2.3.3. 单位特长</h3></div></div></div><p>有些单位有独特的攻击方式。列举如下:</p><div class="variablelist"><dl><dt><span class="term">
|
||
背刺
|
||
</span></dt><dd>
|
||
When used offensively, this attack deals double damage if there is an enemy
|
||
of the target on the opposite side of the target, and that unit is not
|
||
incapacitated (e.g. petrified).
|
||
</dd><dt><span class="term">
|
||
狂暴
|
||
</span></dt><dd>
|
||
不管是主动攻击还是被动防守,这种攻击维持双方战斗状态直到其中一方死掉,或者经过30回合。
|
||
</dd><dt><span class="term">
|
||
冲锋
|
||
</span></dt><dd>
|
||
When used offensively, this attack deals double damage to the target. It
|
||
also causes this unit to take double damage from the target’s
|
||
counterattack.
|
||
</dd><dt><span class="term">
|
||
吸血
|
||
</span></dt><dd>
|
||
这种攻击从对方身上吸血,吸血量为攻击的50%。(如果是小数则四舍五入)
|
||
</dd><dt><span class="term">
|
||
优先攻击
|
||
</span></dt><dd>
|
||
这个单位无论是攻击或是防守都优先攻击第一下。
|
||
</dd><dt><span class="term">
|
||
魔法
|
||
</span></dt><dd>
|
||
这种攻击不管对方防守如何都有70%的几率命中。
|
||
</dd><dt><span class="term">
|
||
神射手
|
||
</span></dt><dd>
|
||
在主动进攻时,这种攻击至少有60%的几率命中。
|
||
</dd><dt><span class="term">
|
||
瘟疫
|
||
</span></dt><dd>
|
||
When a unit is killed by a Plague attack, that unit is replaced with a
|
||
Walking Corpse on the same side as the unit with the Plague attack. This
|
||
doesn’t work on Undead or units in villages.
|
||
</dd><dt><span class="term">
|
||
毒药
|
||
</span></dt><dd>
|
||
这种攻击使目标单位中毒。中毒的单位每回合损8点血,直到被治愈或者血量减到1点。也就是说,仅仅靠毒不会杀死单位。
|
||
</dd><dt><span class="term">
|
||
缓慢
|
||
</span></dt><dd>
|
||
这种攻击缓慢目标单位一回合。缓慢是对方攻击减半,移动能力减半。被缓慢的单位选中后在右侧信息栏中显示一个蜗牛图标。
|
||
</dd><dt><span class="term">
|
||
Petrify
|
||
</span></dt><dd>
|
||
This attack petrifies the target, turning it to stone. Units that have been
|
||
petrified may not move or attack.
|
||
</dd><dt><span class="term">
|
||
连击
|
||
</span></dt><dd>
|
||
当单位受伤时这种攻击方式攻击次数减少。攻击次数减少的比例与失血比例相同。例如:有3/4血的单位只有原攻击次数的3/4。
|
||
</dd></dl></div></div><div class="section" title="2.3.4. 技能"><div class="titlepage"><div><div><h3 class="title"><a id="_abilities"></a>2.3.4. 技能</h3></div></div></div><p>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:</p><div class="variablelist"><dl><dt><span class="term">
|
||
伏击
|
||
</span></dt><dd>
|
||
这种单位可以在森林中隐形,不会被敌人发现。这种单位在森林中时,敌方单位无法发现。除非有一个单位紧贴在他旁边。第一个发现隐形单位的单位立即失去剩余的移动力。
|
||
</dd><dt><span class="term">
|
||
隐藏
|
||
</span></dt><dd>
|
||
这种单位可以在村庄(水上村庄除外)中隐形。除非有单位紧贴在他旁边才会被发现。第一个发现隐形单位的单位立即失去剩余的移动力。
|
||
</dd><dt><span class="term">
|
||
治愈
|
||
</span></dt><dd>
|
||
这种单位可以治愈中毒的同伴,尽管治愈的那一回合不能享受额外的加血。
|
||
</dd><dt><span class="term">
|
||
治疗 +4
|
||
</span></dt><dd>
|
||
使得该单位能在每回合开始前治疗友军单位。接受治疗的单位每回合回血4点或者中毒效果该回合不减血。中毒单位不能被该技能治愈,必须到村庄或者具有治愈技能的单位旁边。
|
||
</dd><dt><span class="term">
|
||
治疗 +8
|
||
</span></dt><dd>
|
||
这个单位同时使用草药和魔法来治疗单位,在战场上比一般的治疗更快。接受治疗的单位每回合回血4点或者中毒效果该回合不减血。中毒单位不能被该技能治愈,必须到村庄或者具有治愈技能的单位旁边。
|
||
</dd><dt><span class="term">
|
||
照明
|
||
</span></dt><dd>
|
||
这个单位照亮周围的区域,使守序单位战斗力增强,混乱单位战斗力下降。在这个单位周围,夜晚被当作黄昏,黄昏被当作白天。
|
||
</dd><dt><span class="term">
|
||
领导
|
||
</span></dt><dd>
|
||
这个单位使在他周围的友军更具战斗力。周围比他等级低的友军在战斗中会给对方造成更大的伤害,连击时多(25% * 级别之差)的伤害。
|
||
</dd><dt><span class="term">
|
||
夜行
|
||
</span></dt><dd>
|
||
这种单位在晚上隐形。除非有单位紧贴在他旁边才会被发现。第一个发现隐形单位的单位立即失去剩余的移动力。
|
||
</dd><dt><span class="term">
|
||
愈合
|
||
</span></dt><dd>
|
||
这种单位每回合治疗自己8HP生命值。如果中毒则消除中毒效果,而不加血。
|
||
</dd><dt><span class="term">
|
||
游击
|
||
</span></dt><dd>
|
||
这种单位能迅速穿越敌人防线,忽略所有敌人控制区域(ZoC)。
|
||
</dd><dt><span class="term">
|
||
坚定
|
||
</span></dt><dd>
|
||
This unit’s resistances are doubled, up to a maximum of 50%, when
|
||
defending. Vulnerabilities are not affected.
|
||
</dd><dt><span class="term">
|
||
潜水
|
||
</span></dt><dd>
|
||
这种单位在深水中隐形。除非有单位紧贴在他旁边才会被发现。第一个发现隐形单位的单位立即失去剩余的移动力。
|
||
</dd><dt><span class="term">
|
||
传送
|
||
</span></dt><dd>
|
||
这种单位可以在两个友军村庄之间传送,仅耗费1的移动力。
|
||
</dd></dl></div></div><div class="section" title="2.3.5. 经验值"><div class="titlepage"><div><div><h3 class="title"><a id="_experience"></a>2.3.5. 经验值</h3></div></div></div><p>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:</p><div class="table"><a id="id313569"></a><p class="title"><b>表 2.3. 杀死或与不同等级的敌人战斗获取经验值表</b></p><div class="table-contents"><table summary="杀死或与不同等级的敌人战斗获取经验值表" cellpadding="4px" style="border-collapse: collapse;border-top: 2px solid #527bbd; border-bottom: 2px solid #527bbd; "><colgroup><col align="left" /><col align="left" /><col align="left" /></colgroup><thead><tr><th style="" align="left">
|
||
敌方等级
|
||
</th><th style="" align="left">
|
||
杀死奖励
|
||
</th><th style="" align="left">
|
||
战斗奖励
|
||
</th></tr></thead><tbody><tr><td style="" align="left">
|
||
0
|
||
</td><td style="" align="left">
|
||
4
|
||
</td><td style="" align="left">
|
||
0
|
||
</td></tr><tr><td style="" align="left">
|
||
1
|
||
</td><td style="" align="left">
|
||
8
|
||
</td><td style="" align="left">
|
||
1
|
||
</td></tr><tr><td style="" align="left">
|
||
2
|
||
</td><td style="" align="left">
|
||
16
|
||
</td><td style="" align="left">
|
||
2
|
||
</td></tr><tr><td style="" align="left">
|
||
3
|
||
</td><td style="" align="left">
|
||
24
|
||
</td><td style="" align="left">
|
||
3
|
||
</td></tr><tr><td style="" align="left">
|
||
4
|
||
</td><td style="" align="left">
|
||
32
|
||
</td><td style="" align="left">
|
||
4
|
||
</td></tr><tr><td style="" align="left">
|
||
5
|
||
</td><td style="" align="left">
|
||
40
|
||
</td><td style="" align="left">
|
||
5
|
||
</td></tr><tr><td style="" align="left">
|
||
6
|
||
</td><td style="" align="left">
|
||
48
|
||
</td><td style="" align="left">
|
||
6
|
||
</td></tr></tbody></table></div></div><br class="table-break" /></div><div class="section" title="2.3.6. 召回单位"><div class="titlepage"><div><div><h3 class="title"><a id="unit_recall"></a>2.3.6. 召回单位</h3></div></div></div><p>当你完成一个场景时,所有存活下来的单位都可以在下一个场景召回。刚被招募或召回的单位在那一回合不能移动或者攻击。召回单位保留原来的等级、经验值、(有时会有)取得的魔法道具,并且以满血出现。</p></div></div><div class="section" title="2.4. 移动"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_moving"></a>2.4. 移动</h2></div></div></div><p>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
|
||
<code class="literal">n</code> or <code class="literal">N</code> keys) or by right-clicking
|
||
(Command-click on a Mac) anywhere on the map. The <a class="link" href="#orbs" title="2.4.2. 环状图标">orbs</a> 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.</p><p>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 <span class="emphasis"><em>goto-mode</em></span>. In
|
||
<span class="emphasis"><em>goto-mode</em></span> 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 <span class="emphasis"><em>goto</em></span>.</p><p>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。</p><p>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。</p><div class="section" title="2.4.1. 控制区域(Zone of Control, ZoC)"><div class="titlepage"><div><div><h3 class="title"><a id="_zone_of_control"></a>2.4.1. 控制区域(Zone of Control, ZoC)</h3></div></div></div><p>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.</p></div><div class="section" title="2.4.2. 环状图标"><div class="titlepage"><div><div><h3 class="title"><a id="orbs"></a>2.4.2. 环状图标</h3></div></div></div><p>环状图标位于单位左上角,能量条上方当这个图标颜色是:</p><div class="table"><a id="id313832"></a><p class="title"><b>表 2.4. 环状图标</b></p><div class="table-contents"><table summary="环状图标" cellpadding="4px" style="border-collapse: collapse;border-top: 2px solid #527bbd; border-bottom: 2px solid #527bbd; "><colgroup><col align="left" /><col align="left" /><col align="left" /></colgroup><thead><tr><th style="" align="left">
|
||
环状图标
|
||
</th><th style="" align="left">
|
||
图像
|
||
</th><th style="" align="left">
|
||
描述
|
||
</th></tr></thead><tbody><tr><td style="" align="left">
|
||
绿
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-green.jpg" alt="Green orb" /></span>
|
||
</td><td style="" align="left">
|
||
If you control the unit and it hasn’t moved this turn
|
||
</td></tr><tr><td style="" align="left">
|
||
黄
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-yellow.jpg" alt="Yellow orb" /></span>
|
||
</td><td style="" align="left">
|
||
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。
|
||
</td></tr><tr><td style="" align="left">
|
||
红
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-red.jpg" alt="Red orb" /></span>
|
||
</td><td style="" align="left">
|
||
你控制这个单位,该单位已经没有剩余行动力。
|
||
</td></tr><tr><td style="" align="left">
|
||
蓝
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-blue.jpg" alt="Blue orb" /></span>
|
||
</td><td style="" align="left">
|
||
你不能控制的友军单位
|
||
</td></tr><tr><td style="" align="left">
|
||
-
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-none.jpg" alt="No orb" /></span>
|
||
</td><td style="" align="left">
|
||
敌方单位顶部不显示环状图标。
|
||
</td></tr></tbody></table></div></div><br class="table-break" /></div><div class="section" title="2.4.3. 光环, 阵营颜色和英雄图标"><div class="titlepage"><div><div><h3 class="title"><a id="_ellipses_team_colors_and_hero_icons"></a>2.4.3. 光环, 阵营颜色和英雄图标</h3></div></div></div><p>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.</p><p>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。</p><p>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。</p></div></div><div class="section" title="2.5. 战斗"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_fighting"></a>2.5. 战斗</h2></div></div></div><p>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。</p><p>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。</p><p>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。</p><p>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.</p><p>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。</p><div class="section" title="2.5.1. 攻击方式"><div class="titlepage"><div><div><h3 class="title"><a id="_attack_types"></a>2.5.1. 攻击方式</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem">
|
||
<span class="strong"><strong>剑刃</strong></span>:有利刃的武器,用它来剁碎敌人。例子:匕首,弯刀(scimitar),军刀(saber),龙爪(drake
|
||
claws)。
|
||
</li><li class="listitem">
|
||
<span class="strong"><strong>Piercing</strong></span>: Weapons with a sharp point and
|
||
either a long handle or a missile, used to perforate foe’s body and
|
||
damage internal organs. Examples: Knight or infantry pike, arrow.
|
||
</li><li class="listitem">
|
||
<span class="strong"><strong>Impact</strong></span>: Weapons having neither a sharp
|
||
point nor a cutting edge, but heavy enough to break an enemy’s
|
||
bones. Examples: mace, staff, Troll fist.
|
||
</li><li class="listitem">
|
||
<span class="strong"><strong>Cold</strong></span>: Weapons based on cold or ice
|
||
missiles. Example: A Dark Adepts’s chill wave.
|
||
</li><li class="listitem">
|
||
<span class="strong"><strong>Fire</strong></span>: Weapons using fire to roast the foe
|
||
like a chicken. Example: A drake’s fire breath.
|
||
</li><li class="listitem">
|
||
<span class="strong"><strong>Arcane</strong></span>: An attack that dispels the magic
|
||
animating zombies, specters, and other undead creatures and
|
||
spirits. Example: A white mage’s magic attack.
|
||
</li></ul></div></div><div class="section" title="2.5.2. 抗性"><div class="titlepage"><div><div><h3 class="title"><a id="_resistance"></a>2.5.2. 抗性</h3></div></div></div><p>每种单位对不同攻击的抗性不同。单位描述中有6个数字分别表示单位对6种攻击方式的抗性。正的抗性表示单位抗性高,受这种攻击伤害少。负的抗性表示单位抗性低,容易受这种攻击伤害。</p><p>例如:龙族鳞片(Drake
|
||
scales)对大多数攻击方式都有保护,但是对穿刺武器和寒冰武器就无能无力。人族骑兵总的来说保护很好,但穿刺攻击是他们防御的弱项。不死族对剑刃和穿刺武器抗性很高,但却很容易受到冲击攻击和奥术攻击。</p><p>使用最佳攻击方式对敌人进行攻击可以大大增加杀死敌人的概率。</p></div></div><div class="section" title="2.6. 治疗"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_healing"></a>2.6. 治疗</h2></div></div></div><p>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<span class="emphasis"><em>休息</em></span>。<span class="emphasis"><em>休息</em></span>可以回2点血。通过<span class="emphasis"><em>休息</em></span>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。</p><p>单位可以通过两种方式接受治疗:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem">
|
||
通过在村庄停留。此单位每回合回复8点血。
|
||
</li><li class="listitem">
|
||
Being adjacent to units with the <span class="emphasis"><em>heals</em></span> ability. The
|
||
number of hitpoints healed is specified in the unit’s ability
|
||
description. This is invariably <span class="emphasis"><em>heals +4</em></span> or
|
||
<span class="emphasis"><em>heals +8</em></span>.
|
||
</li></ul></div><div class="section" title="2.6.1. 愈合"><div class="titlepage"><div><div><h3 class="title"><a id="_regeneration"></a>2.6.1. 愈合</h3></div></div></div><p>巨魔和树人可以通过愈合自然回复。他们如果受伤了,每回合自动回8点血。注意,因为所有单位每回合最多通过治疗回8点血,巨魔和树人不能享受村庄或者治疗者的额外效果。</p></div><div class="section" title="2.6.2. 毒药"><div class="titlepage"><div><div><h3 class="title"><a id="_poison"></a>2.6.2. 毒药</h3></div></div></div><p>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
|
||
<span class="emphasis"><em>cures</em></span> ability. Units with the
|
||
<span class="emphasis"><em>heals</em></span> 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.</p><p>关于治疗的小提示:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem">
|
||
一个单位可以通过多个回合的治疗完全回复
|
||
</li><li class="listitem">
|
||
治疗对治疗者(精灵萨满,德鲁伊,仙子,人族白魔法法师,光魔法师,圣骑士)周围的单位都有效。所以在战场上保持队形紧凑可以更好地保护单位。
|
||
</li><li class="listitem">
|
||
治疗者不会治疗敌方单位(寒,这也有写)。
|
||
</li><li class="listitem">
|
||
治疗者不能治疗自己,参见下一条。
|
||
</li><li class="listitem">
|
||
成对使用治疗者,这样他们可以在需要的时候互相治疗。
|
||
</li><li class="listitem">
|
||
多个同一联盟治疗者可以共同治疗一个单位,加速单位回复。
|
||
</li><li class="listitem">
|
||
巨魔和树人无法治疗其它单位
|
||
</li><li class="listitem">
|
||
巨魔和树人可以治愈自己身上的毒性,和在村庄治愈效果一样。
|
||
</li></ul></div></div></div></div><div class="chapter" title="第 3 章 战术和技巧"><div class="titlepage"><div><div><h2 class="title"><a id="_strategy_and_tips"></a>第 3 章 战术和技巧</h2></div></div></div><div class="section" title="3.1. 基本战术"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="basic_strategy"></a>3.1. 基本战术</h2></div></div></div><p>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)”。</p><div class="section" title="3.1.1. Don’t waste units"><div class="titlepage"><div><div><h3 class="title"><a id="_don_8217_t_waste_units"></a>3.1.1. Don’t waste units</h3></div></div></div><p>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。</p><p>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.</p></div><div class="section" title="3.1.2. Out of the enemy’s reach"><div class="titlepage"><div><div><h3 class="title"><a id="_out_of_the_enemy_8217_s_reach"></a>3.1.2. Out of the enemy’s reach</h3></div></div></div><p>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.</p><p>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。</p><p>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。</p></div><div class="section" title="3.1.3. 通过控制区域(ZoC)来防守"><div class="titlepage"><div><div><h3 class="title"><a id="zoc"></a>3.1.3. 通过控制区域(ZoC)来防守</h3></div></div></div><p>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。</p><p>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。</p></div><div class="section" title="3.1.4. 维持防守阵形"><div class="titlepage"><div><div><h3 class="title"><a id="_maintain_a_defensive_line"></a>3.1.4. 维持防守阵形</h3></div></div></div><p>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。</p><p>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。</p><p>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。</p><p>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。</p></div><div class="section" title="3.1.5. 转移你的部队"><div class="titlepage"><div><div><h3 class="title"><a id="_rotate_your_troops"></a>3.1.5. 转移你的部队</h3></div></div></div><p>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。</p><p>可以注意到:你的单位能穿过被己方单位占据的格子。</p></div><div class="section" title="3.1.6. 利用地形"><div class="titlepage"><div><div><h3 class="title"><a id="_use_the_terrain"></a>3.1.6. 利用地形</h3></div></div></div><p>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.</p><p>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。</p></div><div class="section" title="3.1.7. 攻击,选择目标"><div class="titlepage"><div><div><h3 class="title"><a id="_attacking_and_choosing_your_targets"></a>3.1.7. 攻击,选择目标</h3></div></div></div><p>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。</p><p>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.</p><p>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.</p><p>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。</p><p>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.</p><p>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.</p></div><div class="section" title="3.1.8. 时刻"><div class="titlepage"><div><div><h3 class="title"><a id="_time_of_day"></a>3.1.8. 时刻</h3></div></div></div><p>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。</p><p>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。</p></div><div class="section" title="3.1.9. 经验值"><div class="titlepage"><div><div><h3 class="title"><a id="_experience_2"></a>3.1.9. 经验值</h3></div></div></div><p>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。</p><p>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<span class="emphasis"><em>偷人头</em></span>来升到更高等级。</p><p>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。</p><p>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.</p></div></div><div class="section" title="3.2. 获取最大游戏乐趣"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_getting_the_most_fun_out_of_the_game"></a>3.2. 获取最大游戏乐趣</h2></div></div></div><p>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:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem">
|
||
Consider playing the campaign on "Medium" difficulty level, especially if
|
||
you have prior experience with strategy games. We feel you’ll find it
|
||
much more rewarding.
|
||
</li><li class="listitem">
|
||
Don’t sweat it too much when you lose some units. The campaign was
|
||
designed to accommodate the player losing some units along the way.
|
||
</li><li class="listitem">
|
||
Don’t abuse saved games. Long ago, Wesnoth only allowed saving the
|
||
game at the end of a scenario. Mid-scenario saving was added as a
|
||
convenience to use if you had to continue the game another day, or to
|
||
protect against crashes. We do not recommend loading mid-scenario saved
|
||
games over and over because your White Mage keeps getting killed. Learn to
|
||
protect your White Mage instead, and balance risks! That is part of the
|
||
strategy.
|
||
</li><li class="listitem">
|
||
如果你执意要读档,我们建议你从第一回合开始当前场景。这样你可以选择一种合适的战术,而不是拼运气得到几个对你有利的随机数。
|
||
</li><li class="listitem">
|
||
不过,仍然要记住,游戏目标是快乐!你可以有与开发者不同的看法,怎么想怎么做就对了。如果你喜欢每犯一个错误都重新读档,希望不损失一个单位<span class="emphasis"><em>完美</em></span>
|
||
通关,不管怎么样,做下去就对了。
|
||
</li></ul></div><div class="section" title="3.2.1. 开始战役"><div class="titlepage"><div><div><h3 class="title"><a id="_at_the_start_of_a_scenario"></a>3.2.1. 开始战役</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem">
|
||
首先,阅读场景目标。有时你不需要杀掉敌人首领;而是只需要坚持一定回合数,或者取得一个特殊道具。
|
||
</li><li class="listitem">
|
||
观察地图:地形,你的指挥官所在的位置,其它指挥官所在位置。
|
||
</li><li class="listitem">
|
||
Then, begin to recruit units. Cheap units are useful to soak up the first
|
||
wave of an enemy’s attack; advanced units can then be brought in as
|
||
support. Fast units can be used as scouts, for exploring the map and to
|
||
quickly conquer villages.
|
||
</li></ul></div></div><div class="section" title="3.2.2. 战役之中"><div class="titlepage"><div><div><h3 class="title"><a id="_during_the_scenario"></a>3.2.2. 战役之中</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem">
|
||
试着占领并控制尽可能多的村庄,保持收入是正数。
|
||
</li><li class="listitem">
|
||
保持阵形紧凑,这样敌人不能从多个方向攻击你的单位,你可以以数量优势打击敌人。把你的单位排成线形,这样敌人不能同时从3面攻击你的单位。
|
||
</li><li class="listitem">
|
||
不同的单位有不同的优点和缺点,这取决于他们所在的地形和他们的攻击目标;右键单击单位,选择“单位描述”作进一步学习。
|
||
</li><li class="listitem">
|
||
可以拿低等级单位作炮灰,来拖住敌人。例如:你可以用他们挡住敌人,不让敌人靠近你比较重要的单位。
|
||
</li><li class="listitem">
|
||
你可以用高等级单位伤害敌人,但是用低等级单位来终结。这样低等级单位能获得更多经验(从而最终升到下一级)。
|
||
</li><li class="listitem">
|
||
当你拥有白魔法师(从法师升级)或者德鲁依(从萨满升级)时,把他们置于一圈单位中间。一路移动,一路治疗。(萨满也可以,但是没有这么强。)
|
||
</li><li class="listitem">
|
||
损失单位是意料之中的,即使是高等级单位。
|
||
</li><li class="listitem"><p class="simpara">
|
||
时间真的很重要:
|
||
</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem">
|
||
守序单位白天战斗力增强,晚上减弱。
|
||
</li><li class="listitem">
|
||
混乱单位晚上战斗力增强,白天减弱。
|
||
</li><li class="listitem">
|
||
remember to always check the time of day on the right side of the
|
||
screen. Plan ahead - think about what it’s going to be next turn as
|
||
well as this turn.
|
||
</li></ul></div></li><li class="listitem">
|
||
有些单位对某种攻击具有特别的抗性,或者特别容易受到某种攻击伤害。骑乘单位面对穿刺攻击很脆弱。火和奥术攻击能狠狠地打击不死族单位。要了解单位对攻击类型的抗性,右键单击单位,选择“单位描述”。里面有单位对不同攻击方式的抗性。(好废话啊)
|
||
</li></ul></div></div><div class="section" title="3.2.3. 治疗"><div class="titlepage"><div><div><h3 class="title"><a id="_healing_2"></a>3.2.3. 治疗</h3></div></div></div><p>要赢下战役,保持单位健康是很重要的一环。当单位受到伤害时,你可以通过村庄或者治疗者(例如:精灵萨满和白魔法师)给他们治疗。有些你将要面对的敌人,例如巨魔,可以自然回复。</p></div><div class="section" title="3.2.4. 赢得战役"><div class="titlepage"><div><div><h3 class="title"><a id="_winning_a_scenario"></a>3.2.4. 赢得战役</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem">
|
||
高等级单位对迅速解决敌人首领,避免损失过多单位是很必要的。
|
||
</li><li class="listitem">
|
||
The quicker you win a scenario, the more gold you get; you will get more
|
||
gold from winning early than from all of the map’s villages for the
|
||
rest of the turns.
|
||
</li><li class="listitem">
|
||
通常杀掉敌人首领能立即取胜。
|
||
</li></ul></div></div><div class="section" title="3.2.5. 更多一般性的提示"><div class="titlepage"><div><div><h3 class="title"><a id="_more_general_tips"></a>3.2.5. 更多一般性的提示</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem">
|
||
经过痛苦的关卡(会遭受很多损失)后,通常会有轻松的关卡在后面等着你。这些关的场景中你可以轻松获取金子和经验(高等级单位)。
|
||
</li><li class="listitem">
|
||
高等级单位比低等级单位维护费高(每等级高1点)。忠诚单位除外。
|
||
</li></ul></div></div></div></div></div></body></html>
|