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Stellaris開發(fā)日志#261 | 8/18 接受挑戰(zhàn)

2022-09-14 17:49 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Stellaris Dev Diary #261 - Challenge Accepted

Eladrin, Stellaris Game Director


Hi everyone, I hope you've had a wonderful summer.

大家吼啊,希望大家夏天都過得很開心!


Today we'll start going into some of the things planned for the upcoming Stellaris 3.5 "Fornax”update.

今天我們將開始討論將要到來的Stellaris 3.5版本號“天爐座Fornax”更新中的一些計劃。


New Difficulty Settings

新的難度設(shè)置


With the improvements that have been made to the AI over the past few updates, we've noticed that new players are finding things a bit more challenging and there have been some requests for an easier difficulty setting. As such, we're adding a Civilian difficulty setting, and making Cadet the default difficulty.

隨著過去幾次更新中對AI的改進,我們注意到新玩家發(fā)現(xiàn)游戲變得更有挑戰(zhàn)性,也有一些人要求設(shè)置更簡單的難度。因此,我們增加了一個平民難度選項,并將學員難度作為默認難度。


Civilian difficulty further increases the bonuses players receive in Cadet difficulty, with an additional bonus towards completing First Contact.

平民難度進一步增加了玩家在學員難度中獲得的加成,并為完成第一次接觸提供了額外的加成。


Civilian Difficulty 平民難度
玩家會獲得更多的經(jīng)濟、研究以及艦隊容量加成,也會在建立新接觸時提供加成。


Now, we're aware that most of you that read these dev diaries are looking for a greater challenge rather than the opposite, but we have some things for you as well.

當然,我們也知道,閱讀這些日志的大多數(shù)人都在尋求更大的挑戰(zhàn),而不是尋求降低難度,所以我們也有一些東西給你。


Two new settings are being added that allow you to better customize the difficulty of your game.

我們增加了兩個新的設(shè)置,使你能夠更好地定制游戲的難度。


Rather than being a simple toggle, Scaling Difficulty can now be set to Off, Mid Game, or Late Game - if set to Mid Game, AI bonuses will scale from zero to the selected difficulty by the Mid-Game Start Year. Late Game will provide the current behavior of scaling to the selected difficulty by the End-Game Start Year.

難度遞增選項現(xiàn)在不再是一個簡單的開關(guān)切換,而是可以設(shè)置為關(guān)閉、游戲中期或游戲后期——如果設(shè)置為游戲中期,AI的各項加成將逐漸從零提升,到游戲中期開始的那一年到達所選難度。如果設(shè)置為游戲后期,那么疊滿BUFF的時間點就會是游戲后期開始的年份。


游戲中期
AI從難度中獲得的加成將會隨時間逐漸增加,并且在游戲中期開始的那一年最終達到極值。


Difficulty Adjusted AI Modifiers is a new toggle that can dramatically increase the strength of the AI on higher difficulty levels as the game progresses. If enabled, the AI bonuses apply to all other modifiers the AI accumulates.

難度調(diào)整AI修正是一個新的可以開啟或關(guān)閉的選項,隨著游戲的進行,它可以在更高的難度水平上大幅AI的實力。如果啟用,AI的加成適用于AI所積累的所有其它修正。


As an example, the Geothermal Fracking technology grants +20% Minerals from Miners. On Grand Admiral difficulty with this setting enabled, this technology would instead grant AI empires a 40% bonus.

舉個栗子,地熱能壓裂采集技術(shù)可以從礦工那里獲得+20%的礦物。但在啟用該設(shè)置的大將難度下,該技術(shù)將給予AI帝國40%的獎勵。


難度調(diào)整AI修正
AI將獲得的帝國境內(nèi)經(jīng)濟修正將與難度加成相乘。這將讓游戲末期AI的經(jīng)濟實力更為強大。舉個例子,一項本會給予20%采礦加成的科技在將軍難度下會給予AI 40%的加成。


Fornax will also bring one other tiny little addition to the galaxy generation settings for players looking for an extra challenge.

在“天爐座”版本中,我們還在星系生成設(shè)置中為尋求額外挑戰(zhàn)的玩家提供了一些細微的改變。


危機類型
這一選項將控制會發(fā)生的末日危機,只要在危機強度設(shè)置下沒有關(guān)閉?!叭我狻北硎窘K局會發(fā)生一場隨機的危機?!叭俊币馕吨械哪┤瘴C都會接踵而至,不過并不是同時發(fā)生,一次只會爆發(fā)一場。


The Crisis Type setting will now have an option for All, which will spawn every crisis sequentially, with each subsequent crisis being stronger than the previous. The galaxy is counting on you. No pressure.

危機類型設(shè)置現(xiàn)在有一個選項是“全部”,這將按順序產(chǎn)生每一個危機,每一個后續(xù)的危機都比前一個更強大。整個銀河系的大伙正指望著你呢。不要有太大壓力。


Species Pack Achievements

物種包成就


Stellaris achievements have always been a bit tongue in cheek and enjoyable to make, if not always enjoyable to complete. (I'm looking at you, Galatron achievements!)

Stellaris的成就一直都是有點隨意的,而且制作起來也很愉快,不過不一定能愉快地完成(說的就是你,銀河之星Galatron成就!)。


We've submitted to the demands of our artists, and will be adding three achievements to each species pack that has previously been released.

我們已經(jīng)給我們的美工提了新的要求,并將在以前發(fā)布的每個物種包中增加三個成就。


While Stellaris achievements have traditionally always been careful to not require "cross-dlc”, we didn't enforce that restriction to some of these since we felt that if you have all of the Species Packs you probably have everything else already.

雖然Stellaris成就傳統(tǒng)上總是小心地不要求“跨dlc”,但我們沒有對其中一些成就實施這一限制,因為我們認為,如果你有所有的物種包,你可能已經(jīng)有了其他所有的DLC。


Here's one example from each.

以下是每一個物種包的成就的例子:


Aquatics:

水生族:


Fishing for Trouble?- As an angler empire, provoke a Fallen Empire into declaring war on you and win.

釣了個麻煩 -?作為垂釣者帝國,喚醒一個墮落帝國對你宣戰(zhàn),并最終取得勝利。


Necroids:

死靈族:


There's a Zombie on my Lawn?-?As a Necroid empire, eradicate a Plantoid empire, or vice-versa, without blowing up their final planet.

我家的草坪上有個僵尸 -?作為死靈帝國,在不炸掉他們的最終星球的情況下消滅一個植物族帝國,或者反過來,使用植物族消滅死靈族。


Lithoids:

似石族:


Rock Beats Paper?- As a Lithoid empire, show the Galactic Community exactly what you think of that strongly worded letter.

布包不住石頭 -?作為一個似石族,向全銀河系表明你對那封措辭強烈的信的看法。


Humanoids:

類人族:


Strange Mood?- As a Master Crafter empire, fully construct a megastructure while you have a Covenant with a Shroud entity.

奇怪的感情?- 作為一個有能工巧匠民政的帝國,當你與虛境簽約時完全建造一個巨型建筑。


Plantoids:

植物族:


DIY?- As an Idyllic Bloom empire, convert the junk worlds of the Ketling Star Pack into Gaia Worlds.

DIY?- 作為一個田園綻放帝國,將鼠人星族中的廢土星球改造成蓋亞星球。


Next Week

下周預(yù)告


Next week I'll spoil more of the achievements, and go into some quality of life changes. Iggy will also give a compiled update on relic changes based on your feedback.

下周我將向大家介紹更多的成就,并討論一些生活水平方面的變化。Iggy還將根據(jù)大家的反饋意見,對遺跡的變化進行整理更新。



We'll be a bit slow with replies to this dev diary as we're currently at a staff conference. We'll catch up as we can.

由于我們目前正在參加員工大會,所以對這篇開發(fā)日志的回復會有點慢。我們會盡可能趕上的。


See you next week!

大家下周再見啦!



翻譯:鏗爾舍瑟

校對:一水戰(zhàn)阿部熊 三等文官猹中堂


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