最美情侣中文字幕电影,在线麻豆精品传媒,在线网站高清黄,久久黄色视频

歡迎光臨散文網(wǎng) 會員登陸 & 注冊

維多利亞3開發(fā)日志#64 | 11/2 發(fā)售后的計劃

2022-11-14 12:21 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Victoria 3 - Dev Diary #64 - Post-Release Plans

Wizzington, Game Director Victoria 3


Hello and welcome to the first of many post-release Victoria 3 dev diaries! The game may now be out at last (weird, isn't it?) but for us that just means a different phase of work has begun, the work of post-release support. We’ve been quite busy collecting feedback, fixing bugs and making balance changes, and are now working on the free patches that will be following the release, the first of which is a hotfix that should already be with you at the time you read this.

大家吼,歡迎來到維多利亞3發(fā)售后的第一篇開發(fā)日志!游戲現(xiàn)在可能終于出來了(這說法很奇怪,不是嗎?),但對我們來說,這只是意味著另一個不同階段工作的開始,即發(fā)布后的支持工作。我們一直在忙于收集反饋意見、修復(fù)Bug和進行平衡性修改,現(xiàn)在正在進行發(fā)布后的免費補丁開發(fā),其中第一個是Hotfix,在你讀到這篇文章時應(yīng)該已經(jīng)在你身邊了(譯注:Patchnotes 1.0.4附后)。


Our plans are naturally not limited to just hotfixes though, and so the topic of this dev diary is to outline what you can expect us to be focusing on in the first few larger free patches. We will not be focusing on our long-term ambitions for the game today; we certainly have no shortage of cool ideas for where we could take Victoria 3 in the years to come, but right now our focus is post-release support and patches, not expansion plans.

我們的計劃自然不僅限于熱修復(fù),所以這篇開發(fā)日志的主題,是簡述一下在初期的幾個較大型免費補丁中我們將關(guān)注的東西。我們今天不會談我們對游戲的長期雄心——我們當(dāng)然不乏未來幾年我們將會把維多利亞3帶向何處的酷炫想法,但現(xiàn)在我們的重點是發(fā)布后的支持和補丁,而不是擴展包的計劃。


However, before I start, I want to share my own personal thoughts on the release. Overall, I consider the release a great success, and have been blown away by the sheer amount of people that have bought and are now playing Victoria 3. I’ve had a hand in this project since its earliest design inception, and have been Game Director of Victoria 3 since I left Stellaris in late 2018, and while it certainly hasn't been the easiest game to work on at times, it is by far the most interesting and fulfilling project I've ever directed. The overarching vision of the game - a 'society builder' that puts internal development, economy and politics in the driving seat - may not have changed much since then, but the mechanics and systems have gone through innumerable iterations (a prominent internal joke in the team is 'just one more Market Rework, please?') to arrive where we are today, at what I consider to be a great game, one that lives up to our vision - but one that could do with improvement in a few key areas.

然而,在我開始之前,我想分享一下我個人對發(fā)售的看法??偟膩碚f,我認為這次發(fā)售非常成功,而且我震驚于有那么多人在購買和游玩維多利亞3。從最初期的設(shè)計開始,我就參與了這個項目,在2018年底離開Stellaris后,我一直擔(dān)任維多利亞3的游戲總監(jiān),雖然它有時肯定不是最容易開發(fā)的游戲,但它是迄今為止我負責(zé)過的最有趣、最充實的項目。游戲的總體愿景——一個將內(nèi)部發(fā)展、經(jīng)濟和政治置于驅(qū)動地位的“社會建造器”——從一開始到現(xiàn)在可能都沒有什么變化,但機制和系統(tǒng)經(jīng)歷了無數(shù)次的迭代(團隊中一個著名的內(nèi)部笑話是“請再來一次市場重做?”),才到達了我們今天的程度,我認為這是一個偉大的游戲,一個不辜負我們的愿景游戲——但它仍可以在幾個關(guān)鍵領(lǐng)域做出改進。



The first of these areas is military: The military system, being very different from the military systems of previous Grand Strategy Games, is one of those systems that has gone through a lot of iterations. While I believe that we have landed on a very solid core of how we want military gameplay in Victoria 3 to function and we have no intention of moving back towards a more tactical system, it is a system that suffers from some interface woes and which could do with selective deepening and increasing player control in specific areas. A few of the things we’re looking into improving and expanding on for the military system follow here, in no particular order:

這些領(lǐng)域中的第一個是軍事。軍事系統(tǒng)是經(jīng)歷了很多迭代的系統(tǒng)之一,它與以前的大戰(zhàn)略游戲的軍事系統(tǒng)非常不同。雖然我相信,關(guān)于我們想要維多利亞3中的軍事游戲如何發(fā)揮作用這件事,我們已經(jīng)找到了一個非常堅實的核心,并且我們無意回到更戰(zhàn)術(shù)層面的軍事系統(tǒng),但維多利亞3的軍事系統(tǒng)仍受到一些界面問題的困擾,它也有空間能選擇性地深化和增加玩家在特定領(lǐng)域的控制。這里列出了我們正在研究改進和擴展的軍事系統(tǒng)的一些內(nèi)容,排名不分先后:


Addressing some of the rough edges in how generals function at the moment, such as improving unit selection for battles and balancing the overall progression along fronts
解決目前將軍運作方式的一些小毛病,例如改善戰(zhàn)斗的單位選擇和平衡前線的整體進展情況。

Adding the ability for countries to set strategic objectives for their generals
增加國家為其將軍設(shè)定戰(zhàn)略目標(biāo)的能力。

Increasing the visibility of navies and making admirals easier to work with
增加海軍的能見度,使海軍將領(lǐng)更容易工作。

Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
提高玩家了解其軍隊狀況的能力,并公開更多的數(shù)據(jù),如戰(zhàn)斗規(guī)模背后的底層數(shù)據(jù)。

Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
尋找解決方案,以解決戰(zhàn)區(qū)在包口袋時可能分割成多個(有時甚至幾十個)小戰(zhàn)線的問題。

Experimenting with controlled front-splitting for longer fronts
為較長的戰(zhàn)線試驗可控的戰(zhàn)線分割方式。


The second area is historical immersion: While we have always been upfront with the fact that Victoria 3 is a historical sandbox rather than a strictly historical game, we still want players to feel as though the events unfolding forms a plausible alt-history, and right now there are some expected historical outcomes that are either not happening often enough, or happening in such a way that they become immersion-breaking. Again, in no particular order, some areas targeted for improvement in the short term:

第二個方面是歷史沉浸感。雖然我們一直直言不諱地說,維多利亞3是一個歷史沙盒,而不是一個嚴(yán)格意義上的歷史游戲,但我們?nèi)匀幌M婕夷軌蚋杏X到發(fā)生的事件形成了一個合理的架空歷史。而現(xiàn)在,有一些預(yù)期的歷史結(jié)果要么發(fā)生得不夠頻繁,要么發(fā)生的方式讓人無法有沉浸感。同樣,我們列出了一些短期內(nèi)需要改進的地方,排名不分先后:


Ensuring the American Civil War has a decent chance to happen, happens in a way that makes sense (slave states rising up to defend slavery, etc), and isn't easily avoidable by the player.
確保了南北戰(zhàn)爭有一個相當(dāng)大的可能發(fā)生,并且是以合理的方式爆發(fā)(比如蓄奴州叛亂以捍衛(wèi)奴隸制)而且玩家不能很容易地規(guī)避掉。

Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
調(diào)整了如明治維新、購買阿拉斯加之類的事件,又對AI進行了升級和內(nèi)容調(diào)整,使AI能更頻繁地成功觸發(fā)它們。

Working to expose and improve content such as expeditions and journal entries that is currently too difficult for players to find or complete
正在對探險和日志條目等玩家不易發(fā)現(xiàn)或完成的內(nèi)容做修改和改進,以使其更容易被找到或完成。

Ensuring unifications such as Italy, Germany and Canada doesn't constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
確保意大利、德意志和加拿大的統(tǒng)一不會總是早于歷史時間線幾十年就發(fā)生,尤其是增加了統(tǒng)一意大利和統(tǒng)一德意志的難度。

General AI tweaks to have AI countries play in a more believable, immersive way
一般性AI調(diào)整,讓AI國家以更靠譜、更有代入感的方式游玩。


We're balancing cultural/religious tolerance laws by having more restrictive laws increase the loyalty of accepted pops, so there is an actual trade-off involved.

我們在平衡文化/宗教容忍的法律,更嚴(yán)厲的法案會增加可接受Pop的效忠派比例,所以法案調(diào)整需要利弊相權(quán)了。


國教(教會與國家)
√是我們的法律
+200權(quán)威力
+30% 天主教會(教士)政治力量
-10% 可接受宗教中的激進派
+10% 可接受宗教中的效忠派


The third area is diplomacy. While I think what we do have here is quite good and not in need of any significant redesign, this is an area that could do with even more deepening and there's some options we want to add to diplomacy and diplomatic plays:

第三部分是外交。我認為目前已有的外交系統(tǒng)還不錯,不需要大動筋骨的重做,有一個可以更加深入的部分,我們想給外交和外交博弈增加更多選項:


'Reverse-swaying', that is the ability to offer to join a side in a play in exchange for something
“反向游說”,能夠自行提出加入某一方以換取某種利益的要求。

The ability to expand your primary demands in a diplomatic play beyond just one wargoal (though this has to be done in such a way that there's still a reason for countries to actually back down)
允許你在外交博弈中將首要戰(zhàn)爭目標(biāo)擴展到一個以上(盡管這一條的前提是國家要有理由實際退讓)

More things to offer in diplomatic plays, like giving away your own land
在外交博弈中增加更多內(nèi)容,比如給予你自己的領(lǐng)土。

Trading (or at least giving away) states
交易(或者起碼能給予)領(lǐng)土。

Foreign investment and some form of construction in other countries, at least if they're part of your market
海外投資,或是某種形式地實際在其它國家進行建設(shè),起碼能在自己市場內(nèi)的國家做到這一點。

Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
改進和擴充與屬國之間的互動,比如允許通過外交行動授予或者要求更高的自治權(quán)。


While those are the major areas targeted for improvement, there are other things that fall outside the scope of either warfare, historical immersion and diplomacy where we've also heard your feedback and want to make improvements, a few examples being:

以上是準(zhǔn)備改進的幾個主要部分,還有其他一些不屬于戰(zhàn)爭、歷史沉浸感和外交部分的內(nèi)容,我們也聽到了你們的反饋,并希望做出改進,以下是幾個例子:


Making it easier to get an overview of your Pops and Pop factors such as Needs, Standard of Living and Radicals/Loyalists
能更容易地獲取Pops和Pop相關(guān)屬性的整體情況,包括需求、生活水平以及激進派/效忠派。

Experimenting with autonomous private-sector construction and increasing the differences in gameplay between different economic systems (though as I’ve said many times, we are never going to take construction entirely out of the hands of the player)
嘗試私營部門的自動建設(shè),以及增加不同經(jīng)濟體制之間的游玩差異(雖然我曾說過很多次,我們絕不打算讓建設(shè)能力完全脫離玩家掌控)。

Ironing out some of the kinks with the late-game economy and the AI's ability to develop key resources such as oil and rubber
修正游戲晚期經(jīng)濟中的一些問題以及AI開發(fā)關(guān)鍵資源比如石油和橡膠的能力。

Making it more interesting and 'competitive' but also more challenging to play in a more conservative and autocratic style
保守且專制(老保玩法)的游戲體驗會更有趣,更有“競爭性”,但同時也更有挑戰(zhàn)性。


One of the first mechanics we're tweaking is Legitimacy, increasing its impact and making it so the share of votes in government matters far more, especially with more democratic laws.

合法性是我們最先調(diào)整的幾個機制之一,大大增加它本身的影響,以及當(dāng)權(quán)派的得票比例的影響,對于更為民主的體制影響尤甚。


非法政府(目前激活)
合法性0到25時啟用
當(dāng)前合法性 11
效果:
+50% 因生活水平降低產(chǎn)生的激進派
不能制定法律
0.00激進派每月(由當(dāng)前的0荷蘭人激進派轉(zhuǎn)化而來)
這是因為:
當(dāng)前政府總影響力:+5
政府影響力 12.5% ×40.00
當(dāng)前政府總得票:+6
政府票數(shù):21.2%×30.00


The above is of course not even close to being an exhaustive list of everything we want to do, and I can't promise that everything on the list is going to make it into the first few patches, or that our priorities won't change as we continue to read and take in your feedback, only that as it stands these are our plans for the near future. I will also remind once again that everything mentioned above is something we want for our free post-release patches. At some point we will start talking about our plans for expansions, but that is definitely not anytime soon!

上述的這些內(nèi)容當(dāng)然遠不是我們更新計劃內(nèi)容的詳細名單,而且我無法保證計劃中的所有內(nèi)容都會做進最初的幾個補丁里,而且隨著閱讀與采納你們的反饋,也無法保證更新計劃不發(fā)生任何變動,只能說目前這就是我們的近期規(guī)劃。我想再次提醒各位的是,上述所有內(nèi)容都是我們打算放在免費的發(fā)售后補丁中的內(nèi)容。在之后某個時間點我們會談?wù)撽P(guān)于拓展包的計劃,但絕不會是最近!


What I can promise you though, is that we're going to strive to keep you informed and do our best to give you insight into the post-release development process with dev diaries, videos and streams, just like we did before the game was released. I'll return next week as we start covering the details of the work we're doing for our first post-release patch. See you then!

不過我可以向你們保證,我們將盡可能及時地將進度告知各位玩家,并盡最大努力用開發(fā)日志、視頻以及直播讓玩家洞悉發(fā)售后持續(xù)開發(fā)的流程,正如游戲發(fā)售前我們所做的那樣。下周我將開始與大家分享正在制作中的發(fā)售后第一個補丁中的細節(jié)。我們下周見!


Patch notes for 1.0.4

附:1.0.4版本號補丁附記


###################
# Game Balance
#?游戲平衡
###################

# Economy
#?經(jīng)濟

- Petit-Bourgeoisie now also care about government wages
- 小資產(chǎn)階級現(xiàn)在也同樣關(guān)心政府工資

- Slashing government wages will now reduce prestige
- 削減政府工資現(xiàn)在會降低威望

- Slashing military wages will now reduce training rate
- 削減軍隊工資現(xiàn)在會降低訓(xùn)練度

- Debt slavery can now enslave pops up to wealth level 9, in reduced numbers for each point of wealth
- 債務(wù)奴隸制現(xiàn)在可以奴役財富水平最高到9的Pop,每點財富水平會降低被奴役數(shù)量

- Reduce the max number of pops enslaved each week by debt slavery from 5% to 0.5% of
state population
- 債務(wù)奴隸制下每周被奴役的最大Pop數(shù)量從地區(qū)人口的5%減少到0.5%

- Debt slavery will no longer enslave additional pops when slaves is 20% or more of the state Population
- 當(dāng)奴隸占地區(qū)人口的20%或更多時,債務(wù)奴隸制將不再奴役更多的Pop

- Tweak subsistence production in decentralized nations so African pops don't start at starvation levels
- 調(diào)整了松散部族的生產(chǎn)方式,這樣非洲的Pop就不會在游戲開始時處于饑餓的生活水平

# Politics
#?政治

- Increased the chance of progressive political movements appearing over the course of the Game
- 增加了游戲過程中出現(xiàn)進步政治運動的概率

- Movements to Preserve now have a larger effect on the chance for a law to stall, making it harder to pass laws opposed by powerful groups
- 恢復(fù)法律的運動現(xiàn)在對法律停滯的概率產(chǎn)生了更大的影響,使得受到強大利益集團反對的法律更難以通過

- Political Movements for or against changes in Slavery and Government principles laws will now be more radical
- 支持或反對改變奴隸制和治理原則法律的政治運動現(xiàn)在將更加激進

- Reduced base effect of Propagandists Intelligentsia trait from 50% to 25%
- 將知識分子的特質(zhì)宣傳者的基礎(chǔ)效果從50%降低到25%

- Reduced effect of guaranteed liberties on loyalists and radicals growth
- 降低保障自由法律對效忠派和激進派成長的影響

# Colonization
#?殖民

- Native Uprisings now get a significant bonus to their combat capabilities, mainly on the Defensive
- 原住民暴動的戰(zhàn)斗力現(xiàn)在得到了顯著的增強,主要是防御

- Reduced the chance of Native Uprisings occuring when provinces are colonized
- 減少了當(dāng)?shù)赜虮恢趁駮r原住民暴動發(fā)生的概率

###################
# AI
###################

# Diplomacy
#?外交

- AI is now a bit less likely to back down in diplomatic plays
- AI在外交博弈中讓步的概率現(xiàn)在略微降低

- AI is now a bit more likely to get involved in diplomatic plays
- AI加入外交博弈的概率現(xiàn)在略微提高

- Make the AI more keen on swaying countries to its side if outmatched in a diplomatic play
- 使得AI在外交博弈中處于劣勢時會更傾向于拉攏國家到自己一方

# War
#?戰(zhàn)爭

- AI is now a lot more focused on taking land-adjacent states and conquering contiguous land areas in general
- AI現(xiàn)在更專注于占領(lǐng)與自己陸地相連的地區(qū)以及征服連片的陸地區(qū)域

- Increase AI aggression against Unrecognized countries after unlocking Civilizing Mission
- 在研究完開化使命后,AI對未受認可國家的侵略傾向會增加

# Colonization
#?殖民

- Increased AI tendency to get involved in Native Uprisings slightly
- 略微增加了AI參與原住民暴動的概率

###################
# Interface
#?界面
###################

# Tooltips
#?提示欄

- Improve revenue predictions when constructing buildings to show more accurate and useful Data
- 改進了在建造建筑物時的收入預(yù)測,以顯示更準(zhǔn)確和有用的數(shù)據(jù)

###################
# Bugfixes
# bug修復(fù)
###################

- Flotillas now regain Morale as intended after naval battles
- 現(xiàn)在艦隊在海戰(zhàn)后會恢復(fù)士氣

- Fixed a bug where capitulating in one war could cause your generals in another war to standby
- 修復(fù)了在一場戰(zhàn)爭中投降會導(dǎo)致你的將軍在另一場戰(zhàn)爭中待命的錯誤

- Added additional check to prevent monuments from being targeted in tutorial
- 在教程中增加了額外的檢查以防止奇觀被設(shè)置為目標(biāo)

- Added a check to the Declare Interest Tutorial that was miscounting the maximum amount of Declared Interests possible.
- 添加了一個對宣告利益教程的檢查,它可能會錯誤地計算最大已宣告利益。

- Fix issue where Investment Pool could be used for disallowed building types
- 修復(fù)了投資池可以被用于不允許的建筑類型的問題

- Fix issue where predicted price for goods after goods substitution would sometimes show the wrong value
- 修復(fù)了商品替換后的預(yù)測價格有時顯示錯誤的問題

- Political movements can now start organizing a revolution at 50 radicalism rather than 100 (100 is needed for the revolution to actually begin though)
- 政治運動現(xiàn)在可以在激進度為50時開始組織革命,而不是100(然而,革命真正開始需要激進度達到100)

- Fixed typos in several defines
- 修正了幾個定義的拼寫錯誤

- Fix pop attraction reasons tooltip CTD in Asian languages
- 修復(fù)了亞洲語言中Pop吸引力原因提示造成的閃退

- Fixed a CTD caused by trying to create a shipping lane between two market areas with at least one of them being only nominally coastal due to the entire coast being impassable
- 修復(fù)了當(dāng)試圖在兩個市場區(qū)域之間創(chuàng)建一條船運線路,而其中至少一個是因整個海岸無法通行而形成的名義上的沿海時會產(chǎn)生的閃退。

- Fixed a CTD that could be triggered when clicking on the "mobilize all" button"
- 修復(fù)了當(dāng)點擊“動員全部”按鈕時可能觸發(fā)的閃退

- Fixed late game CTD when transferring troops
- 修復(fù)了游戲后期轉(zhuǎn)移部隊時的閃退問題

- Fix CTD when hovering sell orders after having country join your market (__chkstk (chkstk.asm: 109))
- 修復(fù)了當(dāng)其他國家加入你的市場后循環(huán)賣出訂單的閃退問題 (__chkstk (chkstk.asm: 109))

- Fix CTD in NPdxParticle2Internal::SParticlePool ::GetActive
- 修復(fù)了NPdxParticle2Internal::SParticlePool::GetActive中的閃退問題

- Fix CTD in CJominiSplineNetworkGraphics::GetStripLengthInternal
- 修復(fù)了CJominiSplineNetworkGraphics::GetStripLengthInternal中的閃退問題



翻譯:熵的平衡 摸魚怪

校對:三等文官猹中堂


歡迎關(guān)注UP主和主播小牧Phenix!

歡迎關(guān)注牧游社微信公眾號和知乎專欄!微信公眾號改版為信息流,歡迎【置頂訂閱】不迷路,即時獲得推送消息!

B站在關(guān)注分組中設(shè)置為【特別關(guān)注】,將會在私信內(nèi)及時收到視頻和專欄投稿的推送!

歡迎加入牧有漢化,致力于為玩家社群提供優(yōu)質(zhì)內(nèi)容!組員急切募集中!測試群組822400145!? ?

本作品英文原文著作權(quán)屬Paradox interactive AB所有,中文譯文著作權(quán)屬牧有漢化所有。?

維多利亞3開發(fā)日志#64 | 11/2 發(fā)售后的計劃的評論 (共 條)

分享到微博請遵守國家法律
杂多县| 江川县| 红安县| 额济纳旗| 清水河县| 江门市| 刚察县| 南昌县| 昂仁县| 蛟河市| 简阳市| 隆尧县| 大城县| 台江县| 曲阳县| 通河县| 双鸭山市| 巴林右旗| 涪陵区| 沽源县| 轮台县| 巨鹿县| 望奎县| 福鼎市| 昌乐县| 沿河| 静海县| 肥西县| 佳木斯市| 百色市| 沧源| 邹城市| 巴南区| 银川市| 东海县| 右玉县| 洛扎县| 三原县| 文昌市| 达孜县| 长沙市|