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Stellaris開(kāi)發(fā)日志#216 | 6/17 萊姆更新中的死靈族內(nèi)容改動(dòng)

2021-06-23 19:44 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Stellaris Dev Diary #216 - Changes to Necroids Content in the Lem Update

Caligula Caesar Stellaris Technical Scripter


Hi everyone!

大家好!


As @grekulf has mentioned, one of our key aims in the upcoming Lem update is to improve the value of our existing DLCs by adding new content to them. As part of this effort, several of our species packs have seen some love. This week, I will start us off by talking about some of the upcoming changes to the Necroids species pack.

正如@grekulf所提到的,在即將到來(lái)的萊姆Lem更新中,我們的一個(gè)主要目標(biāo)便是為現(xiàn)有的dlc添加新內(nèi)容,以提升它們的價(jià)值。作為我們努力的一部分,一些物種包已經(jīng)受到了我們的關(guān)注。本周,我將會(huì)談?wù)撘恍┧漓`族物種包即將迎來(lái)的改變,作為我們的開(kāi)始。


While we were overall very happy with the content that went into Necroids (indeed, it has set a high bar for our other species packs to match!), a few of us - both within the team and in the community as a whole - regretted a few of the missed opportunities. The Lem update has provided us with the opportunity to rectify this.

雖然我們對(duì)死靈族物種包的內(nèi)容感到很滿意(確實(shí),它為我們其他的物種包設(shè)立了一個(gè)更高的標(biāo)準(zhǔn)?。?,但我們之中的一些人——無(wú)論是在團(tuán)隊(duì)中還是在整個(gè)社區(qū)里——都很遺憾有一些點(diǎn)子沒(méi)有被做出來(lái)。萊姆Lem更新則為我們提供了彌補(bǔ)這個(gè)遺憾的機(jī)會(huì)。



Necrophage Hive Minds

死靈族蜂巢思維


There have been quite a few calls for allowing Hive Minds to be Necrophages, and with Lem, this will now be possible!

已有許多玩家呼吁允許蜂巢思維能與死靈族物種兼容,有了萊姆Lem更新后,這將成為可能!



The will work similarly to normal Necrophages, but with a few differences:

它們會(huì)與常規(guī)的死靈族物種基本一致,但也有些許不同之處:


Flavour texts that assume individual intelligences have been rewritten to fit the hive theme better
為了更好地適應(yīng)蜂巢思維主題,我們將有關(guān)個(gè)體智慧的個(gè)性化文本進(jìn)行了重寫。

Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. The Livestock can then be subsumed into the Hive via Centers of Elevation.
蜂巢思維一般不會(huì)支持非蜂巢思維的個(gè)體存在于它們的帝國(guó)內(nèi),除非是作為牲畜存在,這對(duì)死靈族蜂巢也是一樣的。然而,不同于其他蜂巢思維,死靈族蜂巢將會(huì)允許它們的牲畜繁殖。而這些牲畜將可以通過(guò)擢升中心被吸納入蜂巢思維。

Unlike normal Necrophages, Necro-Hive Necrophytes don’t use Consumer Goods. Instead, their upkeep of Food (or Minerals, if they are Lithoid) has been doubled.
與正常的死靈族物種不同,死靈族蜂巢的死靈噬體不會(huì)消耗消費(fèi)品。與之相對(duì)的,它們用于維持的食物(或者礦物,如果它們是似石族)的數(shù)量增加了一倍。


死靈噬體
階級(jí):專家
舒適度:+5
生產(chǎn):2.4凝聚力
維護(hù)費(fèi)用:3.0食物
經(jīng)過(guò)多年的努力,那些不幸出生于我們集體意識(shí)之外的個(gè)體可以接受團(tuán)結(jié)儀式并加入我們,成為一個(gè)擁有I x'dari集體意識(shí)的個(gè)體。


Like normal Necrophages, Necro-Hives can also use the Necrophage Purge to speed things up a bit. For this purpose (but in a change applying generally to all Hive Minds), Hive Minds are now allowed to purge Gestalt pops that are not of their main species again.
與一般的死靈族相同,死靈族蜂巢也可以使用死靈凈化的方式加速某些事情。為了達(dá)成這個(gè)目的(但通常也會(huì)適用于所有蜂巢思維帝國(guó)),蜂巢思維現(xiàn)在再次被允許凈化不是它們主體種族的格式塔意識(shí)人口。

Making Hive Worlds make sense for Necrophages is a bit complicated, as there was previously a hard block on non-Hive pops living there - the planet would eat them, effectively. The solution we are currently working on is to allow Necro-Hive specifically to bring their Necrophytes there.
讓蜂巢行星對(duì)死靈物種宜居有些復(fù)雜,因?yàn)樵谶@之前有一個(gè)硬性條件阻止了非蜂巢思維人口居住在上面——星球?qū)嶋H上會(huì)將它們給吃掉。我們目前研究中的解決方案是允許死靈族蜂巢專門將它們的死靈噬體帶到蜂巢行星上。

Just as you can combine Fanatic Purifier with Necrophage, so you can also be a Devouring Swarm (or Terravore) Necrophage
就像你可以將狂熱凈化者與死靈族結(jié)合一樣,你也可以創(chuàng)造出一個(gè)死靈族弒殺蜂群(或者說(shuō),行星吞噬者)。



General Necrophage Changes

死靈族的總體改動(dòng)


It has not escaped notice that Necrophages are quite strong. A lot of the things that make them cool and fun to play also make them very powerful, so it’s a fine line to tread on. However, we have managed to come up with a set of changes that bring them a bit more in line with other starts while maintaining the spirit of the Origin:

我們注意到死靈族在當(dāng)前版本有些過(guò)于強(qiáng)力了。很多讓它們變得很酷很有趣的東西同時(shí)也讓它們變得非常強(qiáng)力,所以這有一個(gè)非常微妙的界線去把握。然而,我們已經(jīng)設(shè)法想出了一系列改動(dòng),使它們更符合我們?cè)O(shè)計(jì)的出發(fā)點(diǎn),并且保留了它們起源的精神:


Non-purging Necrophages no longer start with two extra pops than other non-standard origins (purging ones keep the extra pops because they are likely to lose a few pops through purging).
非滅絕政體的死靈族開(kāi)局不會(huì)再額外獲得2個(gè)人口(滅絕政體則會(huì)保留額外的人口,因?yàn)橥ㄟ^(guò)種族清洗,它們可能會(huì)失去一些人口)。

The guaranteed primitive worlds may no longer contain primitives that have advanced beyond the Iron Age (previous limit was Steam Age), and will have more defensive armies than very early primitives usually have. This is to make their start not quite as outright better than other starts.
保證出現(xiàn)的原始文明星球現(xiàn)在不會(huì)超過(guò)鐵器時(shí)代(之前的限制是蒸汽時(shí)代),并且將會(huì)比通常的原始文明星球擁有更多的防御軍隊(duì)。這是為了讓他們的開(kāi)局不會(huì)再比其它文明好那么多。

Centers of Elevation no longer provide stability bonuses, and the job’s unity output has been cut by a quarter.
擢升中心現(xiàn)在不再提供穩(wěn)定度作為獎(jiǎng)勵(lì),并且崗位總產(chǎn)出削減了四分之一。

The chance of pops escaping during Necrophage purging has been increased from 10% to 25%. This is now also communicated to players in tooltips.
在死靈化過(guò)程中人口的逃跑幾率從10%提升至25%,這也會(huì)在提示欄內(nèi)告知玩家。


死靈化
受影響的人口將逐漸被歸化成Pashartian種族的一部分,不管他們?cè)敢馀c否。
會(huì)以平均每月0.2單位人口的基本速度凈化星球。
每個(gè)人口有25%的幾率逃脫并成為難民。
人口修正:
幸福度:-50%
——————————————————
只有最強(qiáng)大的種族才能在這個(gè)充滿敵意的銀河系里生存下去。以這種方式,他們的旅程將以Pashartians的身份繼續(xù)下去。



Death Cults

死亡教團(tuán)


In contrast to Necrophages, with the advent of 3.0 and its accompanying pop growth changes, it has been felt that Death Cults - though interesting mechanically and flavour-wise - have somewhat fallen behind the curve in terms of bonuses. In other words, more reward is needed for sacrificing your pops.

與死靈化相比,隨著3.0版本號(hào)更新以及人口增長(zhǎng)的變化,死亡教團(tuán)雖然在游戲機(jī)制和風(fēng)格上都很有趣,但是在獎(jiǎng)勵(lì)方面卻稍顯落后。換句話說(shuō),犧牲你的人口得到的獎(jiǎng)勵(lì)必須更多些。


One of the issues we had at the time when we implemented it was the limited possibilities for using proper mathematical formulas in Stellaris scripts. However, as hinted in my previous dev diary, that particular bottleneck has now been alleviated (in fact, we have gone considerably further than hinted there - Lem will have a lot of positive surprises for modders!).

在我們實(shí)裝它的時(shí)候,我們遇到的一個(gè)問(wèn)題是,在Stellaris的腳本里使用恰當(dāng)?shù)臄?shù)學(xué)公式的可能性很有限。然而,正如我在前面的開(kāi)發(fā)日志暗示的那樣,這個(gè)特殊的瓶頸現(xiàn)在被緩解了許多(事實(shí)上,我們已經(jīng)做的內(nèi)容比那里所暗示的內(nèi)容還要更多——萊姆Lem更新將會(huì)給mod制作者們很大驚喜?。?。


Previously, when you chose to sacrifice your populace, you would gain a portion of the bonus as a fixed modifier, and another portion scaled by the raw number of pops you sacrificed. This remains similar, but with one key difference: the scaled modifier is now scaled by the % of your total number of pops you have sacrificed.

在此之前,當(dāng)你選擇犧牲你的人口時(shí),你所獲得的獎(jiǎng)勵(lì)一部分是固定值修正,另一部分則根據(jù)你所犧牲的人口數(shù)而進(jìn)行調(diào)整?,F(xiàn)在這個(gè)機(jī)制依舊類似,但有一個(gè)關(guān)鍵性區(qū)別:按照所犧牲人口計(jì)算的加成,現(xiàn)在是根據(jù)你所犧牲人口所占總?cè)丝诘陌俜直葋?lái)進(jìn)行計(jì)算的。


We are still working on the exact numbers, but the gist of this is that you will now tend to get a lot better bonuses per pop you sacrifice, especially in the early game.

我們還在研究確切的數(shù)字,但要點(diǎn)在于,在犧牲每個(gè)人口時(shí)你將會(huì)傾向于獲得更好的獎(jiǎng)勵(lì),尤其是在游戲早期的時(shí)候。



Reanimated Armies

復(fù)生之軍


Changes have also been made to Reanimated Armies. While the fantasy of being able to reanimate corpses to fight for you was pretty cool, in practice the impact of unlocking a new army type - which you had to research a separate technology to unlock - was quite underwhelming. For that reason, a number of changes have been made:

復(fù)生之軍也得到了改動(dòng)。雖然復(fù)活尸體并為你而戰(zhàn)的想法很酷,但實(shí)際上只是解鎖了一個(gè)新的軍隊(duì)種類——你還必須研究一項(xiàng)單獨(dú)的科技來(lái)解鎖——這顯得平平無(wú)奇。針對(duì)此情況,我們也做出了一些改變:


You can now build Dread Encampments from day 1. Countries starting with the civic will have one on their starting planet
你現(xiàn)在從游戲第一天起就可以建造驚懼營(yíng)地,而擁有復(fù)生之軍民政開(kāi)始游戲的國(guó)家將會(huì)在母星上自帶一個(gè)該建筑。

Dread Encampments are generally more useful to have now: they now provide two Necromancer jobs (up from 1), and Necromancers now produce 6 each of society and physics (up from 4), though their number of defensive armies they spawn has been cut from 4 to 3.
驚懼營(yíng)地變得更加實(shí)用了:現(xiàn)在它將提供2個(gè)死靈巫師崗位(之前是1個(gè)),并且死靈巫師現(xiàn)在生產(chǎn)6點(diǎn)社會(huì)學(xué)和物理學(xué)研究點(diǎn)數(shù)(之前是4點(diǎn)),不過(guò)它們提供的防御軍團(tuán)數(shù)量從4個(gè)被削減到了3個(gè)

Building a Dread Encampment replaces your Defense Armies with Undead Defense Armies, which are somewhat stronger
建造一個(gè)驚懼營(yíng)地,會(huì)用不死防御軍團(tuán)來(lái)替代通常的防御軍團(tuán),它們更加強(qiáng)大。


Taralo軍隊(duì)1
不死防御軍團(tuán)(Pasharti)
等級(jí):訓(xùn)練有素
從Pasharti人口中產(chǎn)生
軍隊(duì)強(qiáng)度:51
傷害:3.60-7.20
附帶士氣傷害:6.30-12.60
生命值:350/350
不受士氣影響
——————
軍隊(duì)修正:陸軍初始經(jīng)驗(yàn):+100;陸軍造成的傷害:+60%;陸軍士氣:+10%;


When you defeat any organic enemy army in battle, you now have a one in three chance of resurrecting them to join your own forced - in effect immediately spawning an Undead (offensive) Army
當(dāng)你在戰(zhàn)斗中擊敗任何敵人,你現(xiàn)在有三分之一的機(jī)會(huì)將其復(fù)活并強(qiáng)迫其加入你的軍隊(duì)——實(shí)際上立即產(chǎn)生一個(gè)不死(進(jìn)攻)軍團(tuán)

Finally, if an empire with Undead Armies defeats the Voidspawn or Tiyanki Matriarch, they can now resurrect them to fight in their own fleets!
最后,如果一個(gè)擁有不死軍團(tuán)的帝國(guó)擊敗了虛空惡魔或者緹楊奇女族長(zhǎng),他們可以將其復(fù)活,讓它們?cè)谧约旱呐炾?duì)中戰(zhàn)斗!


女族長(zhǎng)之死
我們凱旋的艦隊(duì)在瀕死的緹楊奇女族長(zhǎng)附近盤旋,她泛著光的肉體上有著無(wú)數(shù)爆炸的痕跡。她劇烈揮舞著觸手,仍在試圖抓住附近的船只,先是慢了下來(lái),然后突然陷入了沉寂
她終于死了:古老的女族長(zhǎng)走到了生命的盡頭,就像在我們之前想成為狩獵她的獵人們一樣。
- 將她送給死靈法師們。
Pasharti吸收者:
(緹楊奇女族長(zhǎng)的尸體):
發(fā)起特殊項(xiàng)目:復(fù)活緹楊奇女族長(zhǎng)



That's all for today. Stay tuned to hear more about our plans for the Lem update!

以上就是今天的內(nèi)容。請(qǐng)繼續(xù)關(guān)注我們有關(guān)萊姆Lem更新的計(jì)劃!



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Stellaris開(kāi)發(fā)日志#216 | 6/17 萊姆更新中的死靈族內(nèi)容改動(dòng)的評(píng)論 (共 條)

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