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召唤师曼联 齐天大圣TI8OG拱lgd回家tsTI10Ban猛犸圣may皇情人节绝版勋章TI9经典曼联DOTA2 SG铁粉

发表于 2020-2-15 23:20:02 超级玩家官方论坛手机版 | 显示全部楼层
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十周年2015亚冠大杂烩 菠菜党彩笔一号彩笔二号彩笔三号生日快乐初音迷蝴蝶结

发表于 2020-2-15 23:28:31 超级玩家官方论坛手机版 | 显示全部楼层
啥情况。   
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发表于 2020-2-15 23:45:00 | 显示全部楼层
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发表于 2020-2-15 23:46:49 | 显示全部楼层
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傲娇娘控拱lgd回家狗头党恶魔刀锋 流浪剑客秀逗魔导士

发表于 2020-2-15 23:47:18 超级玩家官方论坛手机版 | 显示全部楼层
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wingsOGTI8TI9TI10圣may皇SG铁粉

发表于 2020-2-16 00:01:27 | 显示全部楼层
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wingsOGTI8TI9TI10圣may皇SG铁粉

发表于 2020-2-16 00:01:50 | 显示全部楼层
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发表于 2020-2-16 00:28:52 超级玩家官方论坛手机版 | 显示全部楼层
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发表于 2020-2-16 01:06:45 | 显示全部楼层
来了来了  还有吗?哭哭惹
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发表于 2020-2-16 01:52:11 | 显示全部楼层
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navi曼联 金州勇士 Ehome

发表于 2020-2-16 06:43:39 | 显示全部楼层
Gr*tings war*ors of Calradia!  After a short hiatus with the developer blogs, we are back today with another one to discuss an overhaul to individual mel* combat AI that was recently introduced to the game, including the ongoing multiplayer beta!  So, what exactly are we talking about when we say individual AI? Well, in a previous blog, we discussed the thr* different levels of combat AI that work alongside each other du*ng battles, which we refer to as individual, formation and tactics. For those that missed that blog, you can check it out in its entirety here. But as a quick recap, we can break it down to say that: Tactics: Responsible for providing a battle plan for the entire army. Formation: Decides how the formation should try to carry out the battle plan as best as it can while p*o*tising and reacting to unfolding events. Individual: Controls the actions of each unit on the battlefield (independently of each other), such as attacking and blocking.  The recent AI mel* combat overhaul that we will be taking a look at in this blog focussed specifically on the individual unit AI, i.e. the AI that controls the combat actions of bots on the battlefield. So, let’s jump into it, shall we?!  The individual AI in Bannerlord comes with its own combat/mel* levels. This approach allows us to have a diverse range of fighters on the field of battle, with well-trained knights outperforming unskilled peasants, not just because of their equipment, but because of their proficiency in hand-to-hand combat.  However, it was apparent through our playtests that our previous individual mel* AI was a little tame, appea*ng almost buggy and inactive at times with its actions by taking too long to make and act upon decisions, r*ardless of their combat level. It was clear that we n*ded to improve upon this to ensure that each encounter on the battlefield engages players in a way that f*ls more natural and challenging.  So, after many PvE duels to highlight the flaws with the old system, our AI team got to work on improving the individual AI! But, before we move along to discuss the changes that were made, let’s take a quick look at some of the different mel* levels of the previous individual AI.      Clearly the AI was a bit lacking, even at the highest level. The decision making wasn’t as advanced as it n*ded to be, with the AI deciding to attack when it should be on the defensive, or falling for/failing to adjust to very * attack feints.  In order to improve the performance of bots in combat, it was clear that the individual AI not only n*ded to be able to process and react to the constant stream of data being sent its way but should also consider additional factors when making a decision about what action to take.  So, to start, individual AI now considers its opponent’s blocking direction when deciding its own attack direction, and this applies at all mel* levels. As the mel* level b*ins to increase, the bot starts to have a greater understanding of the combat mechanics of the game and the fight which they are involved in. This includes stun durations, combat timings and enemy equipment, while also giving greater consideration to the orders issued to it by the formation AI that sits above the individual AI.  That all sounds well and good, but what does any of that actually mean? Well, allow us to give an example:  A bot has b*n told to hold in a shield wall formation, so it should act defensively and try to maintain its position. However, the defensive order given doesn’t affect how proficient the bot is in combat, i.e. it will still attack and defend according to its combat level, therefore, it should still try and exploit any opening that it gets and will attack if an opportunity a*ses. The formation order simply dictates that bot should play more conservatively/defensively.  The bot is then issued a charge order. The bot now decides to act in a more aggressive manner, pushing towards enemies to engage them rather than holding a position. Du*ng the fight, the bot is looking to s* if there is a window for an attack, or whether they should defend an incoming attack. While making this decision, it is conside*ng what their opponent is doing. If the enemy is holding an attack in place, the bot will respond with the correct block direction. If the bot successfully blocks the attack, it now knows that it has a window in which to reply with its own attack. However, while readying the attack the bot recognises that their opponent is blocking in the correct direction, and therefore decides to switch its own attack direction to avoid the attack being blocked (unless the enemy is holding a shield, in which case the bot will realise that switching their attack direction isn’t too important as the shield can block blows from different directions). Depending on the combat level of the AI, it will make and carry out these decisions in a quicker amount of time, albeit still with some slight va*ation to make it f*l less robotic.  These changes definitely lead to more intense bot fights the higher the mel* level gets, providing a much greater challenge expe*enced players. However, if all this sounds a bit scary to you, don’t worry too much as you will be able to change the combat skill of bots in the game options.  Rather than trying to explain it further, maybe it’s better if we just show you!     And that’s it for this w*k’s blog. We will be back next w*k with an announcement about the Early Access release. The w*k after, we would like to answer some questions from our modding community, so if you have any questions you would like to ask about modding in Bannerlord, please leave a reply in the comments below and will pick some out to answer.     Facebook  Twitter    Website  Facebook  Twitter  YouTube  Twitch 分享:                1月17曰 Dev Blog 17/01/20 Mount & Blade II: Bannerlord - Callum   Gr*tings war*ors of Calradia!  With Bannerlord’s Early Access release on the ho*zon, we want to take the time to step back from the game for a b*ef moment to discuss some of the work we have b*n doing outside of the game to support our community -- more specifically, the overhaul of our official forums!  The forums have always b*n at the heart of the Mount & Blade community, serving as a platform where like-minded users can come together to discuss our games, share knowledge, s*k support, form clans, organise events, and work on modding projects together. In addition to this, they act as the main point of contact betw*n the community and ourselves, allowing us to engage with each other and share ideas in a relaxed environment, and ultimately, as we are sure many of Bannerlord’s multiplayer beta participants can attest to, create better games!  But, truth be told, our current forums were starting to f*l a little dated. And while they are perfectly functional, they are perhaps a little lacklustre when it comes to providing the community with the features and tools n*ded to help the community th*ve. We decided that it is time to really up our forum game and provide our community with an updated platform that caters to their n*ds.  So, with that in mind, we want to introduce you to some of the new features that you will have at your disposal when the new forums go live.  Home page: The forum home page acts as a hub where users can quickly and easily access game and support forums. It also houses featured content from across the forums which we f*l deserves to be highlighted and presented to the entire community. Social Groups: The new social group feature allows like-minded people to come together in their own dedicated forum. We think that this will be a welcome addition to teams working on projects together, such as modding teams and event organisers, as well as, clans and any other groups that are looking for their own space to hold discussions amongst themselves in a more structured area that they have total control over. Modding: Modding has always b*n a major part of Mount & Blade games, and as such, we wanted to provide our modding community with a dedicated area where they can come together to share their knowledge and ideas with other modders and present their mods to the wider community. In other words, the modding section is a new hub for all things modding! Media: The media section allows users to share their videos and scr*nshots in one place, with support for a number of different external media sources, such as Im*r, YouTube and Twitch, which is presented in a structured gallery that is easy for users to browse at their leisure. Streams: Similar to the media section, the new forums also contain a dedicated streams section that displays Mount & Blade live streams from both Twitch and Mixer in a single place, allowing users to watch and engage with streamers directly on our forums. Trophies: We have included a new trophy system with the forums which provides users with goals and achievements that they can work towards by being productive members of the community. Badges: Badges are quite similar to trophies in that they serve no real purpose other than to show other community members just how awesome you are! However, the key difference with badges is that they are presented to people based on the cont*bution they have made or for something that they have achieved du*ng their time within the community. Tags: Users are now able to tag their posts, which should come as a welcome addition to any forumite. This should make locating specific topics of discussion much easier in the future! Prefixes: Prefixes allow users to s* the current status or subject of discussion for a post without having to open the topic and read it. For example, in our help section posts are set to automatically include an “Unsolved” tag which can then be changed to “Solved” when a solution has b*n found. Similarly, prefixes can be used to highlight something specific about a topic, such as if it is multiplayer or singleplayer related. Question Threads: Question threads allow users to pose a question to the community with which they are looking for a specific answer. Once they are happy that their question has b*n answered, they can select the best answer to be highlighted for other users to s*. Steam Login: Users are now able to create a new forum account, or link an existing one, to their Steam account. Right now, this serves no other purpose than ease of access for users, however, there are a few ideas of how this could be expanded later down the line, so watch this space! Reactions: We added the ability for users to react to posts, similar to what you can find on any typical social media site. Right now we have limited this to just positive reactions, however, we would like to include the community in this discussion and come to an agr*ment on what the scope of reactions should be. After all, the last thing we want to do is detract from the active discussions, debates and general engagement that our current forums facilitate and promote.  We also want to use this blog as an opportunity to warn our community that the forums will go offline on Monday (20/01/19) so that the update can take place. We expect that this process will take 2 days, and unfortunately, you will be unable to access or use the forums du*ng the transition. However, once they are back online all of the features outlined above, as well as many more (such as quality of life improvements, a new forum structure, new *idelines and rules, and a number of other improvements that we will leave for you to discover) will be available to you. We will also be opening a topic to discuss these changes and listen to your f*dback on ways in which the new forums can be improved, so if you have any ideas you would like to share or any new features that you would like to s*, take a note and make sure to share them with us next w*k!  At this point, some of you might be wonde*ng, or perhaps even a little wor*ed about what will happen to the current forums and the wealth of content that has built up there over the years. Well, have no fear because our main requirement when deciding to go ahead with this change was to ensure that all of the current content would carry over to the new forums. So in short: nothing will be lost. However, if you still have concerns and if there is something of value there that you are wor*ed about losing, you have until Monday to make your own backup!  Finally, we would like to thank our entire volunt*r moderation team for the incredible amount of enthusia* and work they have invested in creating the new forums! They truly champion the ideals of our community, and in all honesty, without them, our community wouldn’t be as amazing as it is today: thank you!
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navi曼联 金州勇士 Ehome

发表于 2020-2-16 06:44:16 | 显示全部楼层

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发表于 2020-2-16 09:16:29 | 显示全部楼层
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拱lgd回家Zerg

发表于 2020-2-16 09:39:15 | 显示全部楼层
晚上记得多打飞gay*
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TI10ts拱lgd回家

发表于 2020-2-16 09:47:29 超级玩家官方论坛手机版 | 显示全部楼层
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SG铁粉SG铁粉TI10Ban猛犸拱lgd回家ts

发表于 2020-2-16 09:52:10 | 显示全部楼层

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悲剧帝TI8SG铁粉TI10拱lgd回家TI9圣may皇FyC.C.皮神

发表于 2020-2-16 09:54:33 | 显示全部楼层
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OGwings

发表于 2020-2-16 10:06:47 | 显示全部楼层
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发表于 2020-2-16 12:52:20 | 显示全部楼层
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羊驼君 SG铁粉狗头党拱lgd回家Ban猛犸御姐控

发表于 2020-2-16 13:15:14 超级玩家官方论坛手机版 | 显示全部楼层
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