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Stellaris開發(fā)日志#210 | 4/22 涅墨西斯發(fā)布后概述

2021-05-12 21:39 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Stellaris Dev Diary #210: A post-Nemesis Address

grekulf, Stellaris Game Director


Hello everyone!

大家吼啊!


We hope that you've all had a chance to enjoy the 3.0 'Dick' Update and Nemesis. We've had a lot fun making it, and it's been really fun to see your reactions to all the new stuff!

我們希望你們都有享受3.0版本號“迪克Dick”更新和涅墨西斯Nemesis擴(kuò)展包。我們在制作擴(kuò)展包的過程中得到了很多樂趣,而且在看到你們對所有新東西的反應(yīng)真的很有趣!


We appreciate all the feedback and bug reports you have submitted, as it really helps us improve the game. 3.0.2 is looking to be quite stable as it currently stands, with better performance and a very low amount of out-of-syncs in multiplayer. There are still bugs and improvements that we want to make and the current plan is to fix bugs and make improvements for a couple of weeks more, until we can release a 3.0.3.

我們十分感謝各位所提交的游玩反饋和bug報(bào)告,它們真的能幫助我們改善游戲。3.0.2版本號從表現(xiàn)來看是相當(dāng)穩(wěn)定的,有著更好的游戲性能,多人游戲里失去同步的情況數(shù)量也很少見。當(dāng)然,游戲依然有一些bug和我們想要改進(jìn)的地方,我們目前的計(jì)劃是修復(fù)bug和改進(jìn)體驗(yàn),直到3.0.3版本號發(fā)布。


For that patch we'll be looking at things like:

我們將在3.0.3版本補(bǔ)丁中著眼于以下內(nèi)容:


Some improvements relating to Operations & Espionage
一些與諜報(bào)行動(dòng)和間諜有關(guān)的改進(jìn)

Tweaking and making improvements related to pop growth
與人口增長相關(guān)的調(diào)整和改進(jìn)

Various other improvements, balance tweaks and bugs
各種其他的改進(jìn),平衡調(diào)整和bug修復(fù)


We also know that pop growth has been a heartfelt issue for some of you, so we wanted to take this opportunity to address some of that feedback. With that I'll hand the word over to Stephen aka @Eladrin to talk a bit more about pop growth in detail:

我們也知道,人口增長是部分玩家非常關(guān)心的問題,所以我們也想借此機(jī)會解答一些反饋。接下來,我會將話題交給Stephen,也就是@Eladrin,讓他更詳細(xì)地談?wù)勅丝谠鲩L的內(nèi)容:


The Stellaris 3.0 'Dick' update had a number of changes to economic systems, including major changes to population growth. We wanted to significantly reduce the number of pops in the galaxy and decrease the disparity of number of pops between empires with mass colonization and those with fewer focused planets, allowing smaller empires to keep pace to a degree with more sprawling empires. (The eternal struggle between wide and tall play.)

Stellaris的3.0版本號“迪克Dick”更新對經(jīng)濟(jì)系統(tǒng)進(jìn)行了一系列改變,包括人口增長方面的重大改變。我們所設(shè)想的是顯著減少整個(gè)銀河系中人口的數(shù)量,減少大規(guī)模殖民的帝國和那些不怎么關(guān)注行星的帝國之間的人口數(shù)量差異,讓規(guī)模小的帝國能與規(guī)模龐大的帝國保持同步。(爆鋪與精鋪之間永恒的斗爭?。?/p>


As part of this, we made some changes to increase economic output of individual pops or other sources through various means - some technologies were buffed, edicts were updated, and new bonuses were added to keep production up. Some secondary resources, such as Research, are intentionally more difficult to rush, since we believe that in 2.8 it was a bit too easy to reach repeatable technologies and technological dominance.

作為該計(jì)劃的一部分,我們做出了一些改變,通過各種方式來增加單個(gè)人口或者其他來源的經(jīng)濟(jì)產(chǎn)出——部分科技效果被加強(qiáng),法令被更新,添加了新的獎(jiǎng)勵(lì)以讓玩家保持生產(chǎn)。而一些次要資源,比如研究點(diǎn)數(shù),我們故意讓玩家更難狂暴轟入頂點(diǎn),因?yàn)槲覀冋J(rèn)為在2.8版本號中,玩家太容易達(dá)到循環(huán)科技以及保持科技優(yōu)勢。


We do recognize that putting limitations on the previously endless growth can feel bad, and that the large number of sudden changes can be shocking. Internally, we've been playing with the system for months, and know that while it will take a transition period to get used to some of the changes, we believe that these changes are better for improving the long-term playing experience.

我們的確意識到,給之前近乎無窮無盡的發(fā)展設(shè)置限制會讓人感到非常不滿,而大量突然的變化也會讓人感到震驚。從我們內(nèi)部來說,我們已經(jīng)使用這套系統(tǒng)好幾個(gè)月了,雖然我們知道玩家需要一段過渡期來適應(yīng)一些變化,但我們相信這些變化將更好地改善長期的游戲體驗(yàn)。


That said, months of internal testing pales in comparison to a week of live play, and the feedback we've received from you have been integral for us to continue to improve the playing experience and has led to some adjustments we want to make. Balancing complex systems are an ongoing process so we encourage you to continue feedbacking here on the forums as we move forward.

話雖如此,與一周的現(xiàn)場體驗(yàn)相比,幾個(gè)月的內(nèi)部測試顯得蒼白無力,我們從你們那里收到的反饋對我們繼續(xù)改進(jìn)游戲體驗(yàn)是不可或缺的,這也導(dǎo)致了我們想要做出一些調(diào)整。平衡復(fù)雜系統(tǒng)是一個(gè)持續(xù)性的過程,所以我們也鼓勵(lì)玩家們在我們改進(jìn)時(shí)在論壇繼續(xù)給予我們反饋。


While we were interested in having more backwater planets in proportion to highly developed planets, we've deemed it too difficult to get to the higher infrastructure tiers. As such, we're planning on reducing the number of pops necessary to upgrade capital buildings to the higher tiers.

雖然我們希望高度發(fā)達(dá)的星球與發(fā)展滯后的星球數(shù)量成一定比例,但我們認(rèn)為想達(dá)到更高的基礎(chǔ)設(shè)施等級太難了。所以,我們計(jì)劃減少升級首都建筑必要的人口數(shù)量,以讓玩家更容易到更高的層次。


The growth on highly developed worlds also felt a little low, so we've increased the floor of how low logistic growth penalties can drop planetary growth, to make sure that these planets still produce a low but noticeable amount of growth. The effect on growth required from the number of pops in the empire was stagnating growth too early, so we're adjusting that value down as well. These should help make late game worlds like a Ring World or Ecumenopolis less difficult to populate, though you may still want to encourage your pops to resettle to them to get them going.

那些高度發(fā)達(dá)的星球的增長也感覺有些低,所以我們提高了低增長邏輯曲線下對行星發(fā)展懲罰的下限,以確保這些行星仍能產(chǎn)生雖低但明顯的增長。帝國人口數(shù)量對增長的影響導(dǎo)致了增長過早地停滯,所以我們也下調(diào)了這個(gè)數(shù)值。這有助于讓環(huán)形世界或者都市星球等后期的游戲世界變得更容易充滿人口,雖然你可能仍然想要鼓勵(lì)你的人口重新定居于此。


To ensure that other special planets such as the Hive World and Machine World still feel valuable when they come online, we've added assembly jobs to the planets themselves. (The Resource Consolidation origin will begin with a blocker negating this extra job until removed.)

為了確保其它特殊的星球,比如蜂巢世界或者機(jī)械世界在上線時(shí)仍讓玩家感覺它們有價(jià)值,我們給這些星球本身添加了組裝者這個(gè)工作崗位。(資源整合起源對這個(gè)額外崗位有個(gè)地形障礙,直到它被移除。)


Since colonization is taking longer than desired in the mid to late game, we've added Colony Development Speed bonuses to the civilian infrastructure technologies in addition to their Building Slots.

因?yàn)樵谟螒蛑泻笃?,殖民的花費(fèi)時(shí)間比預(yù)計(jì)的要長,我們現(xiàn)在在民用基礎(chǔ)設(shè)施科技添加了新的獎(jiǎng)勵(lì),現(xiàn)在除了建筑槽外,還有殖民地發(fā)展速度的獎(jiǎng)勵(lì)。


There's been a lot of positive feedback regarding the new automatic resettlement mechanics, so we're looking at changing the functionality of the Slave Processing Plant to expand automatic resettlement to slaves on the planet at a reduced rate instead of providing production bonuses. So much paperwork.

有關(guān)新的自動(dòng)重新安置機(jī)制也有許多積極反饋,所以我們正在考慮改變奴隸加工廠的功能,以減少奴隸重新安置速度而不是提供生產(chǎn)獎(jiǎng)勵(lì)。文書工作可真多啊。


Constructobots have requested Building Slot parity with Functional Architecture, and we can yielded to their demands. The bio-trophies of the Rogue Servitors have also been shown some educational programs to help them multiply. And as a quality of life request from the Prosperously Unified, we're extending the duration of the homeworld buff to 20 years.

施工機(jī)器人民政已經(jīng)被要求和功能性建筑民政一樣提供建筑槽位,這個(gè)我們可以滿足要求。失控機(jī)仆的活體陳設(shè)也有了一些幫助它們繁殖的教育項(xiàng)目。作為繁榮一統(tǒng)的一項(xiàng)基礎(chǔ)游戲質(zhì)量改動(dòng),我們現(xiàn)在將母星的Buff時(shí)間延長到了20年。


Please note that this is not a comprehensive list of all the changes we’re looking into for 3.0.3, but rather some of the highlights.

請注意,這并不是一個(gè)關(guān)于3.0.3版本號所有改動(dòng)的完全列表,我們只是展示了其中的一些亮點(diǎn)。


That is all for this week folks! We hope you enjoy the game, and continue giving constructive feedback so that it's easier for us to keep improving the game.

以上就是本周的全部內(nèi)容!我們希望你能享受游戲,并繼續(xù)提供建設(shè)性的反饋,這樣我們才能更容易繼續(xù)完善游戲。



翻譯:Aquaaaaaaaaa

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Stellaris開發(fā)日志#210 | 4/22 涅墨西斯發(fā)布后概述的評論 (共 條)

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