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十字軍之王3開發(fā)日志#58 | 5/4 擴(kuò)展特質(zhì)

2021-05-13 20:36 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


CK3 Dev Diary #58 - Stre(ss)tching the traits

Pdx_Meedoc, Recruit


Hello everyone!

大家吼?。?/p>


Nice to meet you all! I recently joined the Crusader Kings III game design team and am honored to inaugurate my PDX account with this Dev Diary. Today we will cover two improvements planned for the upcoming patch: additional content and AI warfare improvements.

很高興見到各位,我最近才加入CK3的游戲設(shè)計(jì)團(tuán)隊(duì),這篇開發(fā)日志是我P社論壇賬戶發(fā)出的第一個(gè)帖子,對(duì)此我感到非常榮幸。今天我們會(huì)講到即將發(fā)布的補(bǔ)丁中計(jì)劃推出的兩項(xiàng)改進(jìn):額外內(nèi)容和AI戰(zhàn)斗改進(jìn)。



Trait changes

特質(zhì)改動(dòng)


One of the many pleasures of Crusader Kings is to personify a plethora of characters. Every one of them offers a good opportunity to roleplay, thanks to the various combinations of traits they offer. The Azure patch will expand upon existing content by updating and adding some trait-specific interactions and consequences. With this update, we want to connect the stress system even closer to personality traits.

十字軍之王的眾多樂趣之一在于你能隨心所欲地捏出一大堆人物。得益于游戲提供的各種特質(zhì)的花式組合,每一個(gè)人物都能在角色扮演時(shí)提供不錯(cuò)的可玩性。蔚藍(lán)Azure補(bǔ)丁會(huì)在原有基礎(chǔ)上更新和添加全新的、特質(zhì)專屬的互動(dòng)和結(jié)果,來拓展這一方面的內(nèi)容。在這個(gè)更新中,我們會(huì)使壓力和個(gè)人特質(zhì)之間的聯(lián)系更加密切。


One of the notable changes is for Shy: it will no longer generate Stress when launching a Personal Scheme. Shy characters can still receive Stress via some of the scheme event options however, and they will be less efficient at performing personal schemes (it will take them longer), but they will be able to do it without ending up having a mental breakdown.

其中一個(gè)比較顯著的改動(dòng)是害羞Shy特質(zhì):它不再會(huì)在發(fā)起私人計(jì)謀時(shí)產(chǎn)生壓力。雖然害羞的人物還是有可能因?yàn)橐恍┯?jì)謀事件的選項(xiàng)而收獲壓力,而且他們?cè)谶M(jìn)行私人計(jì)謀時(shí)會(huì)更低效(會(huì)需要更長(zhǎng)的時(shí)間),但他們現(xiàn)在可以完成這些計(jì)謀而不會(huì)因?yàn)閴毫^大導(dǎo)致精神崩潰了。


We also added a few new interactions and decisions. For instance, Forgiving characters can abandon one of their hooks to lose Stress. You can either decide to be a truly forgiving character, abandoning a hook you obtained unwittingly, or you can actively look for hooks and then choose to be merciful. We have also added new options for Diligent characters; they can dedicate themselves to improving the Development of their Capital, but doing so will generate a lot of Stress. Finally, if Impatient characters are Stressed, they can speed up the progress of their current Personal Scheme, without affecting their current Stress levels.

我們也添加了一些新的互動(dòng)和決議。比如寬宏大量Forgiving的人物可以通過放棄對(duì)他人的牽制來減輕壓力。你可以選擇成為一個(gè)真正寬宏大量的角色,放棄你不經(jīng)意之間擁有的牽制,或者也可以積極地尋求牽制然后放棄來顯得自己很仁慈。我們還為勤勉Diligent的人物添加了新的選項(xiàng):他們可以通過獻(xiàn)身于工作來提升他們首都的發(fā)展度,但這么做會(huì)產(chǎn)生巨大的壓力。最后,急躁Impatient的人物在有壓力的情況下會(huì)加快他們當(dāng)前私人計(jì)謀的進(jìn)度,而不會(huì)影響他們目前的壓力等級(jí)。


[Image of the Develop Capital decision available for Diligent characters]
[擁有勤勉特質(zhì)的人物可用的“發(fā)展首都”決議的圖片]

發(fā)展首都
我夢(mèng)想著雷伊Rayy有一天能令全天下的領(lǐng)主都?xì)J羨。我應(yīng)當(dāng)竭盡全力把它變成大地上的珍寶。要實(shí)現(xiàn)這一切只需要我再多做一些額外的工作……
效果:你獲得為期5年的勤勉的規(guī)劃;你獲得80壓力,因?yàn)槟阌星诿愕奶刭|(zhì);
發(fā)展首都選項(xiàng)在未來5年不可用
- 制定發(fā)展計(jì)劃。


Some traits have also gained access to interactions that are not related to the stress system but still improve upon the expression of their personality. For instance, Arbitrary characters can now dismiss a Hook a vassal holds on them by spending a lot of Prestige and gaining Tyranny.

有些特質(zhì)也能解鎖和壓力無關(guān)但仍能進(jìn)一步表現(xiàn)出他們個(gè)性的互動(dòng)。比如,專斷Arbitrary的人物現(xiàn)在都可以花費(fèi)一定威望和增加暴政度來命令封臣解除牽制。


[Image of the Dismiss Hook interaction available for Arbitrary characters]
[擁有專斷特質(zhì)的人物可用的“要求解除牽制”互動(dòng)的圖片]

解除牽制
對(duì)你的效果:對(duì)米切爾王子降低15點(diǎn)評(píng)價(jià)(+0.6每年)(憎恨);這是暴政行為,會(huì)導(dǎo)致所有封臣對(duì)你的評(píng)價(jià)降低15;
對(duì)拜占庭帝國王子米切爾的效果:失去一個(gè)對(duì)你的人情牽制;對(duì)你降低20點(diǎn)評(píng)價(jià),持續(xù)10年(失去弱牽制);更接近于成為你的宿敵;
花費(fèi)350威望


We would love to hear your feedback, and also suggestions for improving other traits!

我們非常愿意聽到你們的反饋,同時(shí)也愿意聽到改進(jìn)其他特質(zhì)的建議。



AI and Warfare

AI和戰(zhàn)斗


There is also a number of AI improvements, mostly about how the AI moves its units while at war. Pathfinding has been revised, and AI armies should now take more optimal routes to reach their targets, whether they be close but surrounded by treacherous terrain, or far away across the sea (which was most visible during Crusades; there will be no more island hopping for Christian armies, and Vikings should also be more swift and direct in their raids). The new pathfinding logic now factors in time, attrition and threat when selecting and routing to a destination.

AI也得到了很多處改進(jìn),其中最主要的是改進(jìn)了AI在戰(zhàn)爭(zhēng)時(shí)如何移動(dòng)它部隊(duì)的方法。我們改進(jìn)了尋路邏輯,現(xiàn)在AI的部隊(duì)在前往目標(biāo)地點(diǎn)時(shí)會(huì)選擇更加優(yōu)化的路線,無論目標(biāo)地點(diǎn)是在很近但被險(xiǎn)峻地形包圍的地點(diǎn),還是遙遠(yuǎn)的海那邊(這種情況在十字軍遠(yuǎn)征的時(shí)候最常見:基督教軍隊(duì)不再會(huì)使用跳島戰(zhàn)術(shù),維京人也會(huì)在掠劫中變得更迅速而直接)?,F(xiàn)在,新的尋路邏輯在尋找路線前往目標(biāo)地點(diǎn)時(shí)會(huì)綜合考慮到時(shí)間、損耗和威脅。


Getting close to the enemy is only the first step in warfare though, and the AI should behave more sensibly in other areas too. After winning crucial battles, AI armies should use their full might to more efficiently besiege enemy fortresses - you should see less mangonels and bombards chasing peasants while there is a perfectly good castle waiting to be ruined. We also adjusted the AI behaviors depending on their Casus Bellis, making sure that they not only prioritize territorial conquest but also capturing hostages when relevant. While there’s likely to be some odd behaviors in the military AI still, we believe this will be a noticeable change in the right direction.

接近敵軍只是戰(zhàn)爭(zhēng)中的第一步,AI在其他方面的行動(dòng)也會(huì)變得更聰明。當(dāng)贏下關(guān)鍵一戰(zhàn)之后,AI部隊(duì)會(huì)動(dòng)用全部力量以更有效率的方式圍攻敵方要塞——你不太會(huì)再看見投石機(jī)和射石炮追著農(nóng)民跑而放著一邊好好的城堡不去轟了。我們也根據(jù)戰(zhàn)爭(zhēng)借口調(diào)整了AI的行為,確保他們不再以占地為第一要?jiǎng)?wù),同時(shí)也會(huì)在有必要時(shí)以抓俘虜為先。雖然軍事AI好像還是會(huì)有一些奇怪的行為,但我們認(rèn)為這次更新會(huì)讓AI向正確的方向大跨一步。



Lastly, an important organizational change: the version number of the patch will be 1.4 instead of 1.3.X as announced previously. This is to make the scope of the patch a bit clearer. While it is still a relatively small patch, it is also larger than a hotfix or a pure bugfix patch we've released in the past. Some mods will need to be updated. And while we always strive to keep save games compatible, with the nature of the game you might still run into edge cases with your old saves that we did not catch.

最后是一項(xiàng)重要的架構(gòu)變動(dòng):本次更新的版本號(hào)將會(huì)是1.4,而不是之前公布的1.3.X。這是為了讓補(bǔ)丁的內(nèi)容范圍更明確一些。雖然這仍然是個(gè)相對(duì)比較小的補(bǔ)丁,但它確實(shí)比我們過去發(fā)布的hotfix和純粹修復(fù)bug的補(bǔ)丁要豐富。某些mod需要更新。雖然我們始終努力保持游戲的兼容性,但由于游戲的本質(zhì),舊存檔可能還是會(huì)在某些極端情況下不可用。


And that's it for today! Thanks again for your precious feedback, and please keep providing more! I hope you enjoyed it, and see you next week for more information about the Azure patch!

以上就是今日的全部?jī)?nèi)容了!再次感謝你們寶貴的反饋,請(qǐng)繼續(xù)多提供一些!希望你們喜歡今天的內(nèi)容,下周會(huì)有更多關(guān)于蔚藍(lán)Azure補(bǔ)丁的消息!



翻譯:摸魚怪

校對(duì):阿爾法一世 三等文官猹中堂


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十字軍之王3開發(fā)日志#58 | 5/4 擴(kuò)展特質(zhì)的評(píng)論 (共 條)

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