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公告:社区经理Callum宣布,由于近期需要管理联机测试以及准备抢先体验版发布等事宜,《骑马与砍杀2:霸主》的开发日志将每两星期进行发布,希望各位能够谅解。
(链接:https://forums.taleworlds.com/index.php/topic,387280.0.html)
Greetings warriors of Calradia!
In this week’s blog, we will be concluding our miniseries of blog posts on sieges by discussing the assault phase, with a particular focus on how the game’s AI evaluates and reacts to unfolding events.
卡拉迪亚的战士们,大家好!
在这期日志,我们将以突击阶段来完结攻城相关的系列,特别着重于讨论游戏中的AI如何评估和预估即将到来的时间。
Sieges are very much a key event in the game. Whether defending your homeland, aggressively expanding your borders, or simply trying to establish yourself among the ranks of the nobility, sieges are at the very heart of the Mount & Blade experience. With Bannerlord, our goal is to enhance sieges in their entirety, ranging from the tricks you can employ to indirectly weaken a settlement before laying siege, all the way through to driving the last defenders from the keep. In our previous siege blogs, we looked at the bombardment phase on the campaign map and discussed the options that players have at their disposal when either attacking or defending a castle. We also looked at keep battles and talked about their importance and the instances in which they can occur. The one thing we haven’t looked at is perhaps the most important and the bloodiest phase of a siege: the assault.
攻城是游戏中的关键事件。无论是捍卫自己的家乡,还是开疆扩土,或者单纯是在贵族阶级中站稳脚跟,围城都是骑马与砍杀系列中非常核心的体验。在霸主中,我们的目标是增强攻城的整体性,范围包括你可以使用的计谋到无意识间在攻城之前削弱敌方防御,直到你最终把死守内堡的最后一个守军歼灭。在前几期攻城相关的日志中,我们研究了战役大地图上的轰炸阶段并讨论玩家如何选择进攻或者防御一座城堡。我们也看到了主堡战斗并讨论了其重要性以及会发生的战斗。我们还没有讨论的,也就是攻城战中最重要,也是最血腥的阶段:突击阶段。
Assaulting a castle is something that players should carefully consider. Castles will call on a local militia to defend the settlement in times of crisis, but more often than not, they will also house a garrison of professional soldiers that can put up much more of a resistance. And if the castle has a governor overseeing the defense, things will get even trickier still since governors can boost defensive siege engines and garrison quality. But let’s put all that to one side and imagine that you have weighed up the pros and cons of launching an assault and decided to press ahead with your attack.
攻打一座城堡是玩家需要谨慎考虑的事情。城堡会在危急关头呼吁当地的民兵来协同防御,但通常情况下,他们还会有一队常备兵来提供更强的防御能力。如果城堡有总督来指挥防守并提升守城武器的力量和驻军质量的话,那么事情就会变得更加棘手。但是我们已经把这些优势劣势都权衡了之后。你最终决定准备发起进攻。
Firstly, you are met with a deployment phase in which you can choose where to position your troops and siege machines before the battle begins. You can select each formation and move it around a deployable zone, positioning your troops for the best possible advantage. Each castle will have three sections open to attack and you have to choose a method of attack for each of these. For each section, there may be a magnitude of options available depending on the level of your preparation: You can simply ignore a section to focus on other targets, attempt to ascend ladders, use an assault tower, break down a gate with a battering ram, or if you have been able to take down a wall section by bombardment, try to push your way through the breach.
首先,你会进入部署阶段,在这个阶段中,你可以在战斗开始之前选择你部队和攻城武器的位置部署。你可以选择每个编队并将其部署在某个区域内行动,通过部队分配来获得最大优势。每个。城堡都有3个可进攻的方位,你必须给每个方位选择进攻方式。你可以根据你的准备成都来选择多种进攻方式:你可以直接忽略一个方位来着重攻打另一个目标,使用攻城梯,攻城塔,用攻城锤装开城门,或者你可以直接轰塌城墙,打开突破口
Once you have deployed your troops and siege machines, the assault begins. Your troops will begin to carry out your attack plan according to the way you deployed everything. The game AI will take control of the various assault groups by default, however, you can easily take over control of one or all groups yourself and micromanage everything if you wish to do so.
一旦部队和攻城武器各就各位了,突击就会开始。你的部队会根据你的部署按部就班执行你的计划。游戏AI会在默认情况下控制各个突击队,但你也可以自己亲自指挥一个或者所有队伍的指挥权,并根据需求来进行微操。
We believe the availability of AI to carry out the siege plan together with the ability for the player to take over, gives the best of two worlds. Players can carry out a multi-pronged attack on several sections simultaneously without much difficulty while focusing their attention on the most critical location. In this way, you can, for example, let the AI carry out a diversionary attack which forces the enemy to split its troops, while you lead your elite soldiers and attack the most vulnerable point.
我们认为,在执行攻城计划中的AI可用性和玩家自身的战术能力可以让一切如虎添翼。玩家可以同时在多个方位进行多管齐下的进攻,并轻松地把注意力集中在最关键的位置上。如此这般,你可以让AI分散注意力,迫使敌军分散兵力,这样你领导的精锐就能攻打最薄弱的一点。
The same principles also apply to siege defense. If the player is the commander of the battle or captain of one of the formations, they can give orders to override what the defensive AI would do. However, controlling all the formations and all the sides at the same time from the player's perspective isn't always easy. As such, the player may want to take over the defense of the weakest section as the AI tries to maintain the rest of the defense as effectively as possible while entrusting that side to the player.
相同的原则也适用于防守方。如果玩家是守城的一个小队长或者总指挥官,就能发号施令让AI进行防御。然而,从玩家的视角同时指挥所有小队并不一直都是很简单的事。因此,玩家应该回想接管最薄弱部分的防御,因为在玩家拼死抗线的时候,这样AI才有可能在其他地方进行尽可能有效的防御。
Attacking AI
When AI is responsible for the attacking force, it will make a few checks to determine how and where it will launch its assault. It does this by assessing its own strength and that of its opponent and will either choose to press with a coordinated attack on many fronts or attempt a concentrated assault through the weakest point. At the same time, the AI will decide how to split its force to achieve this. It does this according to the number of troops that each front can support. If there is a breach in the wall, the AI will try to send many soldiers through that side, however, if there are ladders, since fewer men can simultaneously attack at the same time from that side, fewer troops will be sent, or in the case of a breach on another wall, the AI may choose not to use the side with ladders at all.
攻城AI
在AI负责攻城时,他们会进行一些检查以确定在何时何地发动突击。这需要AI来评估自己和对手的实力做到这一点,或者选择多方面协同进攻,亦或者集中力量进攻最薄弱的一点。同时,AI能决定如何分散兵力达到这个目标。他们会根据每个方位的部队人数来进行分配。如果一侧城墙被突破了,那么AI会派遣更多士兵前去支援,但如果一侧用的是攻城梯,那么就会有较少的士兵前去进攻。如果这时某一侧的城墙被攻破了,他们就不会选择攀登梯子。
If the attacker side has a battering ram or siege towers while also having ladders or a breach on another side of the castle, and it decides that making a coordinated attack will strain the defenders more because they will be forced to defend all fronts simultaneously, then the attacker side will hold assaulting the breach and ladders until the slower machines can be pushed to the gatehouse or walls. Formations on the waiting fronts will try to stay in a relatively safe spot while threatening to attack if the defenders pull forces from that side.
如果攻城方有攻城锤或者攻城塔同时还有梯子,或者已经攻破了城堡的另一侧,他们就会决定进行协同进攻来让防御方承受更大的压力,因为这能让他们被迫进行多线战斗,而攻城方会持续登梯或者站稳脚跟,以便让进度慢的一方能跟得上。正在待命的编队会试图找一个安全的地方并同时做好准备,以防止守城方在那一边突然杀出来。
In terms of prioritising actions, operating primary weapons like battering rams, siege towers and ladders are the most important task for the attacking force as they will be used to open paths into the castle. Apart from that, there is not a strict priority list, but depending on circumstances the strategy level of the AI will try to prioritise what is most important or beneficial.
说到行动的优先次序,操作主要攻城武器像是攻城锤,攻城塔和梯子是攻城部队最主要的任务,因为他们需要找地方攻打城堡。除此之外就并没有严格的任务优先次序,但根据情况的不同,AI的策略级别会根据当前局势最重要或者最有效的方式来进行排序。
Defending AI
The defending AI considers both the threat level of the means of attack possessed by the attackers and the actual enemy positioning. Let's say the enemy is bringing a siege tower from the left side and has ladders on the right side. If the attackers are threatening both sides, since ladders are easier to defend against, the defender side will concentrate more troops on the siege tower side. If the attackers are trying to be tricky and attack purely from the ladder side with all of its troops, the defending AI will realise this and bring the bulk of their infantry to defend that side. If in another scenario the defenders were able to destroy a battering ram or a siege tower, thus rendering that side unattackable, they will not waste any men waiting on that wall.
守城AI
守城AI考虑了攻城方拥有的攻城手段来评估威胁级别,并要考虑敌方所在的实际位置。假设敌方从左翼推来了一个攻城塔,右翼准备架梯子。如果攻城方进行同时进攻,那么防御方就会派遣更多部队到攻城塔那边,因为攻城梯比较好防御。如果攻城方施诡计,把所有力量集中在攻城梯上,那么防御AI就会发现这一点并派遣步兵来防御这边。在另一种情况下,如果守军能摧毁攻城锤或者攻城塔,使得对方无法从这边进攻,那么他们就不会浪费人力堵在城墙上待命。
The defending AI will also relocate its archers with similar reasoning, i.e. if the enemy cannot or does not attack from one side, defending archers will leave positions that can only cover that side. In addition to this, when a wall or gate chokepoint is about to fall, archers on a nearby wall may be sent to bolster the numbers in hand to hand combat, whereas when the enemy is approaching the castle from afar, the defending archers will utilise the best positions for shooting at the approaching enemy.
防御AI也会以类似的方式调动弓箭手,如果敌人无法或者不打算从一侧进攻,那么守军弓箭手就会离开只能覆盖该区域的阵地。除此之外,如果城门或者某段城墙要被攻破,附近的弓箭手就会前去支援短兵相接。而当敌人从远处接近城堡时,守方弓箭手就会利用最佳的位置来对接近的敌人进行远程打击。
Retreating
Soldiers may decide to run away based on morale, but in many instances, retreating is a strategic decision that is decided with many factors taken into consideration. Ultimately, the AI tries to estimate whether the attack or defense can succeed or not and if retreating will only yield more immediate casualties. For instance, let's imagine a siege assault where 500 men are trying to take a city defended by 100 men. As the assault continues, men die from both sides, but due to the valiant defense by the city's garrison, the attackers now have 250 soldiers against 80 of the defenders without setting foot inside the castle. At this point, the attacker AI commander may decide to call off the assault instead of losing more troops in vain.

撤退
士兵会根据整体士气来决定是否逃跑,但很多情况下,撤退时一种战略决策,这取决于许多因素。最终,AI会试图估计是否能成功攻城或者守城,以及撤退时会不会导致更多的人员伤亡。比如我们可以想象一个500人打100人的攻城战,随着突击战的持续,双方损失惨重,但城镇守军英勇抵御,打到后来250人对抗80人时依然没让敌人踏入雷池一步,那么AI指挥官就可能决定取消突击,而不是徒劳地损失更多部队。
If you would like to see what was just discussed in action, we would encourage you to check out the video from the previous blog where you can see the attacking AI split its forces and coordinate an assault on the castle from three different directions.
如果你想看到日志的实际内容,我们鼓励你来看之前日志中地视频,你可以看到AI是如何分散兵力并协调了从三个不同方向对城堡的袭击。 |
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