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  • Seven Kingdoms Game
    카테고리 없음 2021. 3. 18. 10:23


    Seven Kingdoms is a free total conversion mod for Kingdom Come: Deliverance based on and inspired by Game of Thrones.With realistic first-person combat and open-world sandbox gameplay, Seven Kingdoms allows players to experience the War of the Five Kings using equipment, uniforms, and general aesthetics from the series. 'The Seven Kingdoms' is a misnomer. It's only called that because the day that Aegon landed, that was how it was currently divided. (See above.).

    Game of the Seven Kingdoms
    Years activeSince 13th century
    Genre(s)Abstract strategy game
    Chess variant
    Players7
    Skill(s) requiredStrategy, tactics
    Synonym(s)Seven-handed xiangqi
    Qiquo xiangqi
    Game of the Seven Kingdoms symbolizes the Seven Warring States period (403–221 BC).[1]

    Game of the Seven Kingdoms (Chinese: 七國象棋, pqī-guó-xiàng-qí ;) is a seven-player variant of the game xiangqi ('Chinese chess'). It is traditionally ascribed to Sima Guang, although he died well before the 13th century, to which this game is traditionally dated. There is skepticism regarding the game's 13th-century formulation.[2]

    See also[edit]

    References[edit]

    1. ^Pritchard (1994), p. 265
    2. ^'The imbalance in the array must reflect on the play (assuming that the game was ever played), and can perhaps be attributed to the fact that a weiqi board rather than a bespoke board was used. The existence of pieces moving as Q and B at least two centuries before their introduction into orthochess is a phenomenon few will credit. (Leventhal, Chess of China)' (Pritchard 2007:343) [But note that the queen and bishop were already present in Japan in the game of dai shogi, invented in the 13th century and the most prestigious form of chess at the time in Japan.]

    Bibliography

    • Leary, Stephen (2001-09-29) [Created 1996-01-01]. 'Qiquo Xiangqi: Chinese Chess with seven players'. The Chess Variant Pages.Italic or bold markup not allowed in: |publisher= (help)
    • Pritchard, D. B. (1994). 'Seven-Handed Xiangqi'. The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN0-9524142-0-1.
    • Pritchard, D. B. (2007). 'Seven-Handed Xiangqi'. In Beasley, John (ed.). The Classified Encyclopedia of Chess Variants. John Beasley. pp. 342–43. ISBN978-0-9555168-0-1.


    Retrieved from 'https://en.wikipedia.org/w/index.php?title=Game_of_the_Seven_Kingdoms&oldid=859933089'
    Seven kingdoms game pc
    Seven Kingdoms
    Developer(s)Enlight
    Publisher(s)Interactive Magic
    Designer(s)Trevor Chan
    Platform(s)Windows, Linux
    ReleaseAncient Adversaries
    • EU: June 8, 1998
    • NA: 1998
    • WW: January 19, 2012 (Linux)
    Genre(s)Real-time strategy
    Mode(s)Single-player, multiplayer

    Seven Kingdoms (Chinese: 七王國; pinyin: Qī Wáng Guó) is a real-time strategy (RTS) computer game developed by Trevor Chan of Enlight Software. The game enables players to compete against up to six other kingdoms allowing players to conquer opponents by defeating them in war (with troops or machines), capturing their buildings with spies, or offering opponents money for their kingdom. The Seven Kingdoms series went on to include a sequel, Seven Kingdoms II: The Fryhtan Wars. In 2007, Enlight released a further title in the Seven Kingdoms series, Seven Kingdoms: Conquest [it].

    • 1Gameplay
    • 3Reception

    Gameplay[edit]

    Seven Kingdoms made departures from the traditional real-time strategy model of 'gather resources, build a base and army, and attack' set by other RTS games. The economic model bears more resemblance to a turn-basedstrategy game than to the traditional 'build-workers, and harvest-resources' system in games such as Command & Conquer, StarCraft, and Age of Empires.

    Gameplay

    The game features an espionage system that allows players to train and control spies individually, who each have a spying skill that increases over time. The player is responsible for catching potential spies in their own kingdom. Inns built within the game allow players to hire mercenaries of various occupations, skill levels, and races. Skilled spies of enemy races are essential to a well-conducted espionage program, and the player can bolster his or her forces by grabbing a skilled fighter or give one's own factories, mines, and towers of science, a boost by hiring a highly skilled professional. For instance, having a skilled Persian general can make capturing and keeping a Persian village much easier.

    The diplomacy system within the game is akin to a turn-based game allowing players to offer proposals to another party in which they are able to choose either to accept or reject them. Each kingdom has a reputation and one suffers a penalty for declaring war on a kingdom with a high reputation - making a player's people more likely to rebel and more susceptible to bribery. Diplomatic actions include making war, proposing an alliance or friendship treaty, buying food, exchanging technologies, offering tribute/aid, and forging trade agreements. A ranking system allows all players to gauge the relative military and economic strengths of their allies and enemies, making alliances against the stronger players a natural option.

    Seven Kingdoms Game

    Cultures[edit]

    The original game allows players to choose seven different cultures to command (see below for cultures added at a later date). Players can choose between the Japanese, Chinese, Mayans, Persians, Vikings, Greeks, and Normans. Each culture has its own weapons and fighting styles. Each culture can also summon its own 'greater being', each having different powers.

    Fryhtans are fictional beasts that hoard treasure and hold 'scrolls of power', objects that enable you to summon greater beings. They are quite powerful and may attack human kingdoms.

    Interactive Magic later released a free patch that added three new cultures, the Egyptians, the Mughals and the Zulus, and a new war machine, called the Unicorn. The game was re-released on June 8, 1998 under the name Seven Kingdoms: Ancient Adversaries with this patch included.[1]

    Loyalty[edit]

    Villages within each kingdom have taxes collected whenever a village's average loyalty reaches a certain level. The game allows the player to automatically tax a village at any multiple of 10 between 40 and 100. If a village (or any other unit) has loyalty below 30, there is a risk of rebellion. Normally, a village's loyalty can be determined by a number of factors including the number of races living in the village, the leadership and race of any generals/kings in any forts near the village, availability of jobs and goods, and the player's reputation. The presence of enemy generals/kings can decrease the loyalty of your village while friendly one's have the opposite effect.

    In addition, the player can temporarily increase a village's loyalty beyond the nominal level (the increase is roughly 10 units), granting it funds, and whenever the player taxes the village its loyalty decreases (again by 10 units). The rate at which loyalty returns to normal is determined by the difference between the current loyalty and the nominal loyalty. So, if the tax setting on the game is set at 40 and a village's nominal and current loyalty are at 100, then loyalty will drop very quickly to 30 and increase at a relatively quick pace from 30 to 40, and cycle between those values. However, if the player then sets the tax rate to 100, loyalty will increase from 30/40 to 100 at a gradually decreasing rate, and subsequently cycle between 90 and 100 at a more sedate pace. The player will earn more revenue over a given period of time if he or she sets his/her tax rate to 40. Most importantly, the player's nominal loyalty is subject to rapid spikes. If the player's reputation drops because he/she kill civilians, declares war, loses a spy, or if the village is attacked, then the player will see a sudden drop in current loyalty, which could easily put the player under the rebellion threshold.

    In the event a king is killed, a replacement king with the same skill in leadership is needed. Otherwise, military and peasant loyalty can drop. The consequences of replacing the king with a less powerful one can be rebellion, susceptibility of villages and military units to spies, and increased risk that soldiers outside of a fort will desert and change sides because of dropped loyalty in response to the replacement king. Training replacements and military leaders is time-consuming and expensive, which may explain why many players rely on military machines.

    Raw materials[edit]

    Raw materials are harvested from mines and then transported to factories. The resources are copper, iron, and clay which can be sold to the surrounding kingdoms. Mines and factories have a maximum capacity of eight workers, and have a limit as to how many raw materials that can be stored. Initially, miners are more efficient than factory workers where a small number of miners should be able to keep an entire factory of eight workers productive. Alternatively, a player could build several factories to process the output from a single full mine. Either way, one should watch raw material stocks and work to remove bottlenecks as they occur. Idle workers in a factory or mine incur an opportunity cost in terms of food they could be producing as peasants. Foreign workers must also be paid wages.

    Open source project[edit]

    In August 2009, Enlight released the game under the terms of the GNU General Public License and has provided a website at www.7kfans.com for the community.[2] In 2010, the game was ported to the Simple DirectMedia Layer version 1.2. which allows it run on other operating systems such as Linux.[3]

    On May 19, 2015, the open source project released version 2.14.5. Among other changes and bug fixes, this release brought with it a migration to SDL2 and the return of networked multiplayer with enet.[4]

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    On September 4, 2016, the project released version 2.14.6. This version included basic multiplayer lobby support for both LAN and online matchmaking. The online matchmaking service runs on 7kfans.com and is tied to existing user accounts from the website's forums. Numerous other QoL changes and bugfixes were delivered with the release.[5]

    Reception[edit]

    Sales[edit]

    Commercially, Seven Kingdoms was overshadowed at launch by competing real-time strategy titles such as Age of Empires, Total Annihilation and Dark Reign.[6][7] Writing for CNET Gamecenter, Allen Rausch reported that the game was 'buried' by the large number of releases in its genre at the time.[8] The game was particularly dwarfed by Age of Empires, according to T. Liam McDonald of PC Gamer US, who placed part of the blame for Seven Kingdoms' sales on its 'indifferent ad campaign and weak graphics.'[6] However, both Rausch and McDonald noted that Seven Kingdoms had attracted a dedicated fan following by 1999,[8][6] at which point Rausch wrote that it had sold 'fairly well'.[8] In the United States, the game sold roughly 35,000 units by November 1999, according to PC Data.[7] Global sales of Seven Kingdoms, its expansion pack and its sequel surpassed 200,000 units by 2000.[9]

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    Seven Kingdoms[edit]

    Seven Kingdoms
    Aggregate score
    AggregatorScore
    GameRankings85%[10]
    Review scores
    PublicationScore
    CGW[11]
    Game RevolutionC[12]
    GameSpot9/10[13]
    PC Gamer (US)90%[14]
    PC Zone68%[15]

    The game received 'favorable' reviews according to the review aggregation website GameRankings (though almost all of them belong to its sequel rather than the original).[10]

    Seven Kingdoms was the finalist for GameSpot's 1997 'Best Strategy Game' award, which ultimately went to Total Annihilation. The editors wrote, 'Even in light of fierce competition from this year's other top-notch strategy releases, Seven Kingdoms stands tall as an inventive, enjoyable product destined to be remembered.' However, it won the publication's 'Best Game No One Played' award.[16]

    In a 1999 retrospective, Computer Games Strategy Plus named Seven Kingdoms as a runner-up for its '10 Essential Real-time Strategy Games' list. The magazine's Steve Bauman wrote, 'Its combat is nothing to write home about, but few RTS games have a better build-up phase, with a slick visual representation of trade and economy.'[17]

    Ancient Adversaries[edit]

    Seven Kingdoms: Ancient Adversaries
    Aggregate score
    AggregatorScore
    GameRankings75%[18]
    Review scores
    PublicationScore
    AllGame[19]
    PC Zone75%[20]

    The Ancient Adversaries expansion pack received 'favorable' reviews according to GameRankings.[18]

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    See also[edit]

    References[edit]

    1. ^'Seven Kingdoms: Ancient Adversaries for Windows (1998)'. MobyGames. Retrieved March 25, 2010.
    2. ^'Seven Kingdoms: Ancient Adversaries Returns'. Enlight. Archived from the original on December 15, 2009. Retrieved July 27, 2017.Cite uses deprecated parameter |deadurl= (help)
    3. ^the3dfxdude (July 20, 2010). '7KAA ported to SDL'. Seven Kingdoms.
    4. ^the3dfxdude (May 19, 2015). '7KAA 2.14.5'. Seven Kingdoms.
    5. ^the3dfxdude (September 4, 2016). '7KAA 2.14.6'. Seven Kingdoms.
    6. ^ abcMcDonald, T. Liam (December 1999). 'Reviews; Seven Kingdoms II'. PC Gamer US. 6 (12): 159, 160.
    7. ^ abSaltzman, Marc (November 16, 1999). 'Seven Kingdoms II: The Fryhtan Wars'. IGN. Archived from the original on August 8, 2002.Cite uses deprecated parameter |deadurl= (help)
    8. ^ abcRausch, Allen (January 26, 1999). 'Sneak Peeks; Seven Kingdoms: The Fryhtan Wars'. CNET Gamecenter. Archived from the original on November 27, 1999.Cite uses deprecated parameter |deadurl= (help)
    9. ^Saltzman, Marc (May 18, 2000). Game Design: Secrets of the Sages, Second Edition. Brady Games. p. 396. ISBN1566869870.
    10. ^ ab'Seven Kingdoms for PC'. GameRankings. Retrieved July 27, 2017.
    11. ^Chin, Elliott (March 1998). 'Fit for a King (Seven Kingdoms Review)'(PDF). Computer Gaming World. No. 164. pp. 193–94, 196. Retrieved July 27, 2017.
    12. ^Gies, Daniel (April 1998). 'Seven Kingdoms Review'. Game Revolution. Archived from the original on February 14, 2004. Retrieved July 27, 2017.Cite uses deprecated parameter |deadurl= (help)
    13. ^McDonald, Tim (December 12, 1997). 'Seven Kingdoms Review'. GameSpot. Retrieved July 27, 2017.
    14. ^'Seven Kingdoms'. PC Gamer. 1998.
    15. ^'PC Review: Seven Kingdoms'. PC Zone. 1998.
    16. ^Staff. 'Best & Worst Awards 1997'. GameSpot. Archived from the original on February 8, 2001.Cite uses deprecated parameter |deadurl= (help)
    17. ^Bauman, Steve (November 15, 1999). '10 Essential Real-time Strategy Games'. Computer Games Strategy Plus. Archived from the original on March 1, 2005.Cite uses deprecated parameter |deadurl= (help)
    18. ^ ab'Seven Kingdoms: Ancient Adversaries for PC'. GameRankings. Retrieved July 27, 2017.
    19. ^Smith, Nick. 'Seven Kingdoms Ancient Adversaries - Review'. AllGame. Archived from the original on November 16, 2014. Retrieved July 27, 2017.Cite uses deprecated parameter |deadurl= (help)
    20. ^'PC Review: Seven Kingdoms: Ancient Adversaries'. PC Zone. 1998.

    Seven Kingdoms Game Pc

    • Seven Kingdoms II Strategy Guide, M. Knight, Prima Games, ISBN0-7615-2208-5

    External links[edit]

    Seven Kingdoms Game Pc

    • Official Website (archive 2009)
    • Enlight Software - (archive 2008)
    • Seven Kingdoms at MobyGames
    • Seven Kingdoms: Ancient Adversaries at MobyGames

    7 Kingdoms Of Game Of Thrones

    Retrieved from 'https://en.wikipedia.org/w/index.php?title=Seven_Kingdoms_(video_game)&oldid=914563450'




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