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lordVigo

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  1. - Когда верность города достигает 0, он становится свободным городом. Давление на верность похоже на религиозное давление. - Всего 7 фиксированных губернаторов, все с разными специализациями, они не общие, как например великие люди, а у каждой империи пул из 7. - Правительственный район имеет ограничение на 1 шт на империю. В нем производятся очень сильные здания с возможностью выбора пути развития, на 1 тире - выбор из 3х зданий с различными бонусами для всей империи, высокая империя, широкая империя и завоевание. - Новые губернаторы и их способности открываются через культурную ветку, определенные технологии дают спец. ресурс - "титул" (на подобии послов), который можно потратить либо на наем нового губернатора, либо на улучшение уже имеющегося. - Новый ресурс роскоши - янтарь. - Новый тайл - риф, нельзя строить на нем, нельзя улучшать, дает больше ресурсов нежели стандартная клетка побережья, улучшает привлекательность клетки. - Золотой век влияет на цветовую палитру империи, все более яркое и сияющее. - Золотой век позволяет сделать выбор из 4 бонусов, бонусы зависят от эпохи. - Чудо Котаку-Ин (статуя Будды), дает бонус к вере и 4х боевых мо[ну уж нет]ов. - Дополнительные торговые пути теперь требуют рынка или маяка, а не просто постройки порта или торгового района. - Бонусы правительств сильно переработаны. Бонус наследия теперь не накапливается, а открывается как дикая карта с постройкой зданий в правительственном районе. - Парк дает культуру и повышает привлекательность.
  2. Нидерланды во главе с Королевой Вильхельминой. https://youtu.be/Z8zIF3zb9UM - "Грот Ривьерен", кампусы, театральные площади и промышленные зоны получают бонус соседства за клетки с рекой, порт производит захват клеток вокруг себя в момент постройки. - Польдер, строится на водной клетке граничащей с побережьем (3 клетки), дает еду, продукцию и жилье. Улучшается с эпохами. - Кораблик со сложным названием, стреляет дальше и сильнее, имеет бонус к атаке районов, заменяет, скорее всего, фрегат. - "Радио Оренья", внутренние торговые пути укрепляют лояльность, внешние - дают культуру. - Особенности Нидерландов -"наращивание" суши польдерами и морская доминация.
  3. Вообще я брал информацию из тизера на фэйсбуке, но это еще одно подтверждение.
  4. Завтра будет стрим за Корею. Также завтра анонсируют новую нацию, 99%, что это Нидерланды.
  5. https://youtu.be/7z4zbZS3CRA Новое чудо - Килва-Кисивани, дает дополнительных послов и улучшает бонусы от ГГ, сюзереном которых вы являетесь.
  6. А вот я думаю, что нерд, помимо того, что он гениальный гейм дизайнер, так он ещё гениальный пиарщик. "Неважно что говорят, главное чтоб говорили."
  7. "На русском теперь будут только гайды. Или же летсплеи за донат. Я не вижу смысла забесплатно напрягаться на аудиторию, которая в благодарность издает поток говна." "Да мне пофиг - просто не в том направлении канал развивал все эти годы. Я уж молчу о том, что на русскую аудиторию слегка фиолетово по причине ее бедности." " У нас в игру нужно въезжать часов пять - что вы о геймплее можете сказать по трейлеру." Nerd Commando Game Studios
  8. Грэйс подтвердила, что мини кампании в DLC не будет. https://www.reddit.com/r/totalwar/comments/...norsca/dqt2umz/
  9. https://www.totalwar.com/blog/warhammer-ii-...elopment-update December: Reprisal Update rollout for Mortal Empires. This contains equivalent Foundation Update skill/campaign improvements to Old World Legendary Lords and Chaos, and will also include some new changes and fixes for Mortal Empires. We’re also bundling in a free, new (and highly experimental!) game mode which we’ve had in our back pocket for a while now. More news on this later in the week. January: Our first Campaign Pack was initially planned for this year, but will slip to January. Not to seem too… cryptic… but It’s a hugely characterful and significant addition to both Eye of the Vortex and Mortal Empires, and we’re pretty sure people are going to enjoy it. We’ll also be rolling out another Mortal Empires update alongside this release to address any further issues post-Reprisal Update. May: Yes, this is a bit of a gap, but this is how long our painstaking re-implementation of Norsca will take to get added to Mortal Empires. This update will include Norsca and its full roster, updates to various aspects of the race (eg techs, New World race interactions) to make them appropriate and relevant as well as the 30th birthday Regiments of Renown. There will also be further updates to other aspects of Mortal Empires.
  10. Первая нация из DLC - Корея во главе с королевой Сондок. https://youtu.be/n1ZXPdInpfY - Совон заменяет кампус, строится на холмах и имеет фиксированный бонус соседства, +6 науки, но за каждый соседний район этот бонус снижается. - "Три королевства", фермы получают бонус к пищи (+1), а шахты к науке (+1), если они расположены рядом с совоном. - Ховача, заменяет ?бомбарду? (в ролике говорится о ransed unit, это линейка лучников, но в видео есть арбалетчики, а в игре сейчас нет стрелков эпохи ренессанса), сильнее юнитов аналогов, но не может двигаться и стрелять. - "Хваранг" - бонус к науке и культуре от городов с губернатором (+5%). - Корея делает фокус на научную победу. Это первая чисто научная нация в игре, и первый именной кампус, не стоит забывать, что все именные районы строятся на 50% быстрее.
  11. Про божественный гейм дизайн забыл, ведь кроме Нерда - в него никто не может.
  12. Творчество Нерда мне нравится, но это какая то претенциозная хрень с плохой рисовкой.
  13. Иконки гвардейцев с ракетницами - это бесценно, дизайнер явно заморочился. 1.5 часа геймплэя https://www.twitch.tv/videos/205836766 На фоне других 4Х - как-то блекло. Причем у игры нет главной фишки 4х - гибкости в решение задач, тут только расползаемся и ломаем лица.
  14. Только говорильня на английском, никакого геймплэя в видео - нет. https://youtu.be/38-u6-uWpfc Сегодня в 22:00 стрим https://www.twitch.tv/slitherinegroup
  15. Статья на Gamespot - https://www.gamespot.com/articles/civilizat...n/1100-6455227/
  16. "Блог." Civilizations are not set in stone. You can’t just do all the hard work in the beginning then expect your culture to stand the test of time, unchallenged. It’s not like that in the real world – or in Civilization games. The expansion we’re announcing today, Civilization VI: Rise and Fall, adds new dynamic layers onto the game you’ve already been enjoying. On February 8th 2018, you will lead nations to golden ages. You will watch others buckle under their own weight. You will earn – or lose – the loyalty of your people. The question is, ”How will you be remembered?” Watch the announcement trailer for the expansion to the award-winning Civilization VI coming to PC on February 8, 2018. SUBSCRIBE for First Looks at new civilizations and leaders, and for insights... SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT I’m Anton Strenger, Lead Designer for Civilization VI: Rise and Fall, and today we’re revealing some of the big changes coming with this huge Civilization VI expansion. The biggest, over-arching goal: dynamic empires. Civilizations will rise and fall through the course of the game (as you probably figured out from the title). Borders will ebb and flow. Cities will change their loyalties. As a secondary goal, Civilization VI: Rise and Fall includes more storytelling elements – Historic Moments – that highlight the interesting turning points in your civilizations. These events happen every time you play, making playthroughs unique, while also giving them meaning in the mechanics. GOLDEN – AND DARK – AGES ARE COMING Golden and Dark Ages are among the new events that can shift the course of your game’s history. They are significant, but temporary, changes to a civilization that last for an Era. They will open up new opportunities for players to change their strategies, and change the state of the game between the player and their rivals. Having a Golden Age affords huge bonuses to Loyalty and other game systems, but makes earning future Golden Ages slightly more difficult. Having a Dark Age hurts Loyalty in your cities and makes you vulnerable, but gives you an opportunity to earn a future Golden Age more easily. It also allows the use of special Dark Age policies and opens the door for an even more powerful Heroic Age. Think of it this way: While a Golden Age provides one Dedication bonus (a powerful Golden Age effect), being in a Heroic Age lets the player earn three Dedication bonuses (making it sort of a ”triple” Golden Age). In the Civilization VI base game, we have the idea of a ”player era” – how far a player has advanced on their tech or civics tree. In this expansion, systems are very much tied to the idea of the ”game era,” which is determined by individual player advancement and a few other behind-the-scenes adjustments. Think of these game eras like chapters in a book. Each has its own arc, and its own small ending, but leaves you wanting to discover the rest of the story by continuing to the next chapter. When you enter a new game era you may earn a Golden Age or a Dark Age. Which one you get is determined by your Era Score in the previous game era, a score that is increased by fulfilling certain objectives. So while your neighbor may have been in a Golden Age last era, they may enter a Dark Age this era, opening up an opportunity for you to change your strategy. The key effect of Golden and Dark Ages: they change the Loyalty of a player’s cities. As Ages change and weak spots are exposed in empires, cities can declare independence and even change hands to new owners. EARNING LOYALTY The stakes of the new Loyalty system are huge because, at the extremes, it can flip control of entire cities to different players without military force. Low Loyalty in a city puts it at risk of rebelling and becoming a Free City. That, in turn, makes it a juicy target for other players looking to expand their own empire. Keeping your cities loyal not only keeps it on your side, but also emanates its Loyalty as a kind of ”peer pressure” to other cities nearby. You could even sway cities from other civilizations to join you. In previous Civilization games, there were ways to ”Culture Flip” another player’s city without military intervention. We felt it was time to reexamine this non-militaristic way to change borders, and expand territory. Loyalty also changes the landscape and strategy around the map as the game continues. What could have been an unchanging border between two civilizations in the base game becomes a contentious battleground of loyalties in the expansion, especially when Golden Ages or Dark Ages are involved. Golden Ages and Dark Ages are a kind of loyalty bomb. In the best-case scenarios, triggering a Golden Age makes all of your citizens a little bit more loyal. Also, other cities nearby see the appeal of that civilization and may waver in their Loyalty to their current owner. The quickest and most direct way to boost Loyalty, though, is to send a Governor to the city. GOVERNORS RULE In previous versions of Civilization, ”governor” often referred to the AI behavior you could set for a city to act on your behalf. In this expansion, though, they are the opposite. Sending a Governor to a city is a way for the player to make an active decision about the development of one of their cities, and grow in a specific direction. Much like how districts operate in the base game, Governors are a way to specialize your cities. The difference: Governors have their own set of unique powerful bonuses and can move between controlled cities. During a game, players can earn up to seven Governors. Each Governor has a different skill tree of promotions. We bent a lot of existing game rules to give them the power to make a difference in your cities. Here’s how it works: You earn points (Governor Titles) through gameplay. Then you must choose whether to spend those points on appointing a new Governor or promoting an existing one. How you choose to manage your Governors will impact your overall strategy. Go wide by covering more cities, or go tall by promoting only a few powerful governors. As for the Governors themselves, they have unique personalities – even before you start choosing which ones to upgrade. Some thrive in taking an already established city to the next level, building Wonders and powering up trade routes. Others are more suited to new cities that are constructing their first districts and claiming their first bits of land. One can be a savior during a city siege, and can make or break a city’s defense against a powerful attacking army. Though normally Governors can only work in your own cities, there is one that can be assigned to city-states, affecting the Envoys you have there. That said, none of the Governors are easily distilled into a single function. ENHANCING YOUR ALLIANCES Alliances within Civilization VI already offered a lot, but this expansion adds more nuance. Alliances in the base game often boiled down to a sort of guarantee that the other player would not interfere with your strategy by attacking you, but only rarely did it offer tangible benefits. So for Civilization: Rise and Fall we added more tangible incentives to Alliances. We’re encouraging players to band together for mutual benefit rather than merely non-interference. We’re also giving players more active and flavorful choices to make. Alliances now have a type – Research, Military, Economic, Cultural, or Religious – that determines their benefits. Moreover, as the Alliance continues, the Alliance itself levels up and unlocks more powerful bonuses. This encourages players to think in the long term and to invest in diplomacy. Let me give you an example of how an Alliance can evolve over time, specifically a Research Alliance. At Level 1, both allies receive Science bonuses to their Trade Routes. But as the Alliance develops, powerful and unique effects come into play. At Level 2, both allies still receive their Science bonuses, but also receive 1 Tech Boost at a regular interval. Level 3 is all of the above, plus bonus Science when researching the same Technology, or a Technology your ally had already researched. These alliances are powerful enough that players are restricted to just one Alliance of each type at a time. But you and your Alliance partner can agree to change the type of your Alliance later in the game. EMERGENCY SITUATIONS Emergencies are new with Civilization VI: Rise and Fall. Most Emergencies get triggered when one player gets a significant lead or advantage in an area. Converting a Holy City to a different religion, or using a nuclear weapon, for example. When triggered, the game determines which other players can join in an Emergency against the target and each player can choose to join or pass. Joining can give permanent benefits, but only if the players are able to complete an Emergency-specific objective against the target in time, otherwise the target gets a benefit instead. They are a sort of checks-and-balances system. You see, there is a delicate balance to strike – making the game more dynamic and also ensuring it stays fair for players who have developed a strong lead. We’re adding challenges to players who’d get so far ahead of others that the game stagnated towards victory for them. We also did not want to artificially rubberband them down. Emergencies become a great way to attack this game-pacing problem. It also reveals the dynamic world stage for players that have more isolationist play styles. As Emergencies come up, they can be involved with them one way or another. RETELLING YOUR HISTORY Fans of Civilization know that each game plays out in its own way, with its own unique story. With Civilization VI: Rise and Fall, we are bringing that story into the spotlight by adding more ways to track the progress of a player’s civilization than ever before. So as players progress in Civilization: Rise and Fall, they earn Historic Moments. These are mini-achievements for doing cool things in the world (and there are over 100 of them in the game right now). They include things like circumnavigating the world, training your unique unit, founding a religion, and building districts with high adjacency bonuses. Many grant an even bigger bonus if you’re the ”world’s first” civilization to make the achievement. These Historic Moments, taken together, form a story for your game with unique details tailored to your empire. Historic Moments are represented two ways. First, they increase your Era Score, helping you achieve a Golden Age. Second, they are added to your Timeline, which is a place in the UI that displays all your accomplishments in a game. This Timeline has tons of custom illustrations for each different moment, and is a very cool representation of your empire’s history during your unique game. On a more practical note, it is also a useful way to remind yourself of what you have been up to if you return to a saved game after a few days away. Ultimately, the Timeline is a way to illustrate your story. NEW CIVILIZATIONS, NEW LEADERS People often ask how we select new leaders and civilizations to include in expansions – and we have nine new leaders and eight new civilizations which will be revealed over the coming weeks with Civilization: Rise and Fall. Well, it is a collaborative process that involves the whole team from art and design to production and even our legal department. We also ask ourselves some core questions as we select potential leaders: ”Is this region of the world represented?” ”Is this time in history represented?” ”Is this represented/revered in previous Civilization games or totally new?” We strive to have a diverse and varied selection of leaders, and it is also very important to us to include female leaders. Women are often underrepresented in traditional historical accounts, and recent scholarship has revealed more and more the fascinating and powerful women that lived between the lines of history textbooks. We also look for leaders whose history makes them particularly well-suited for a bonus related to new expansion systems. As for balancing and trying to minimize power creep among those new leaders, we take a holistic look at the state of the game and how our leaders, new and old, stack up in it. Our QA department regularly gives us their evaluations of who is on top and who is on bottom, in their estimations of strength. We look at fan evaluations and rankings in this process, as well. We are not afraid to go back to leaders we have already finalized and rework their bonus entirely – so keep telling us what you think about leaders. We are always listening. This is just the start of what’s coming in Civilization VI: Rise and Fall. We have lots more to share before this expansion releases on February 8, 2018 that we can’t wait to tell you about – starting with all the new leaders and civilizations you’ll get to rule. Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI. Засветили Статую свободы, статую Будды, храм Артемиды, собор Василия Блаженного, остальные 2 - не узнал. Из чудес природы - ?Каменная радуга? и в ?водопады Игуасу?, что за лес на 3 скрине - не знаю. Из районов - пирс с аттракционами, нечто похожее на сад или парк, радар.
  17. Не думаю, что стоит относится к игре серьезно в таких вопросах, все таки это не историческая игра и не претендующая на историчность (что можно вменять в вину Коху), а альтернативная реальность, относитесь к ней как к Рэд Алярту. Естественно "Польша" будет "хорошими парнями" и компания будет исключительно про них, где они будут превозмогать, а уж в какой степени, зависит от сценаристов.
  18. Да, причем у всех стран в этой вселенной есть что-то типа тотемного животного, у Саксонии это волк, а вот у Русвета - нет, не медведь, он у Полании, а неожиданно - тигр, видать Амурскийй. Смотрите иллюстрации из первого поста.
  19. Гербы сторон участников. Пулемет Полании. Средний шагатель Полании. Тяжелая пехота Саксонии, вооружена 2 мортирами и шоковым тараном. "Танк" Саксонии. Нейтральная пушка. Скриншоты. https://www.facebook.com/ironharvest/
  20. Уже писали на 1 странице - издатель тот же, что и у Армагедоно и Рича, а вот разработчик - нет, у этой студии, Proxy Studios, всего 2 изданные игры, самая известная Пандора: первый контакт, которую похоронили технические проблемы. Одно обнадеживает - немцы.
  21. Играл в их Пандору (4X 2013) - очень посредственно, на мой взгляд. Космическая 4Х - Поларис, вроде тоже не взлетела, по крайней мере затерялась на фоне конкурентов, хотя в нее не играл (оказалось, это не их игра, просто того же издателя).
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