群星1.1版本更新预告 汉化 机器翻译将就看吧~~~
本帖最后由 dzb214092 于 2016-5-26 00:24 编辑大家好!正如你可能已经注意到,没有Stellaris本周开发日记,因为球队已经非常忙碌在第一次自由游戏补丁,我们叫克拉克。克拉克目前正在内部QA测试,我们希望有一个beta版本的补丁给你在本周结束之前。因此,我们决定做一个开发日记毕竟,详细的修复、更改和改进未来的补丁。 请注意,下面的亮点是亮点,不是详尽的补丁的笔记! UI的改进 克拉克是UI的一个主要目标区域,特别是关于行业和外交。几个亮点:
管理部门现在可以直接从大纲视图。
外交通知现在更详细。
结束战斗界面已经收到了一个重大的翻新。
宜居性图标/工具提示现在告诉你更详细的信息,包括在系统目前可以征服时间
AI改进 另一个主要目标区域(克拉克是解决投诉的关于人工智能,特别是行业部门和战争。几个亮点: 大大提高了部门AI持久性有机污染物的处理,建筑,太空港和采矿站。 为人工智能在游戏结束危机修复。 改进和修复人工智能处理的舰队。 少限制AI将贸易和与世卫组织,特别是关于边界的访问。 在多人游戏中,帝国的玩家将会有一个“有限”艾未未一段十年如果球员下降。有限的AI不会大幅改变帝国,如改变行业,解散船只,宣布战争,等等,让玩家重新加入他们的帝国几乎离开它。我们还添加了一个新选项在星系的设置中,你可以设置AI的攻击性。
帝国建造者的改进 我们也花了一些时间一对高度要求的功能添加到帝国建造者。即能够为你写一本传记物种和帝国,和定制的能力统治者标题。统治者标题按性别分别定制,仍将是即使你改变政府类型,只要新政府和上一个相同类型的(所以从君主制改变到另一个君主制不清楚你的尺子头衔,而改变从君主政体的民主将)
平衡的变化 虽然克拉克平衡不是我们的主要任务,我们还是有针对性的一些主要的平衡问题。几个亮点: 现在战争分数成本规模的大小你的目标,所以你可以采取更多行星从大型帝国但不能vassalize他们在一个战争。 堆栈上逃避护卫舰你的能力。 罢工工艺范围大大增加。 道德是重新平衡,强大崇洋者/仇外,其他的变化。 不再需要控制行星要求他们在战争中,但现在控制行星设置为wargoals warscore更具价值。 现在技术成本都增加了数量的行星拥有和人口规模,而不是人口。因此,技术成本降低人口增加。
错误修复 除了所有这些,克拉克自然还包括几十个大型和小型的修复bug。几个亮点: 军事站维护现在正确地计算(前面过高)。 许多修复事件,包括修补旧神事件链。 固定的‘鬼’贸易协议条目和贸易协定默默地失败当你交易超过一定比例的资源储备。 民主国家不允许奴隶制将不再把口水授权。 难度设置可以在多人游戏设置。
克拉克几乎完成,我们现在完全切换在阿西莫夫补丁,概述在上周的开发日记。在克拉克主要是修复和UI改进补丁,阿西莫夫将目标然而新的外交功能和事件链。关于阿西莫夫的更多细节将在开发日记公布在未来几周内,但如果你有任何问题关于克拉克补丁,请提出来,我将尽力回答。
嘉【暗】 发表于 2016-5-25 23:25
居然敢侮辱版主。
啦啦啦啦 咬我啊嗯 明天我爸去拿只泰迪一个月的 完了家里要猫狗大战喽{:3_94:}
人生中的我 发表于 2016-5-24 22:33
Hello everyone! As you may have noticed, there was no Stellaris development diary this week, because ...
AI IMPROVEMENTS
Greatly improved sector AI handling of pops, buildings, spaceports and mining stations.
Fixes for AI in end game crises.
Improvements and fixes to AI handling of its fleets.
Less restrictions on what the AI will trade and with who, especially in regards to border access.
In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.
We've also added a new option in galaxy setup where you can set the AI's overall aggressiveness.
BALANCE CHANGES
War score costs now scale to the size of your target, so you can take more planets from large empires but can't vassalize them in a single war.
The ability to stack evasion on Corvettes was nerfed.
Strike craft had their range substantially increased.
Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals are now worth more warscore.
Technology cost is now increased both by number of planets owned and size of population, instead of just population. Accordingly, the tech increase cost from population was lowered.
AI改进:
大幅优化自治领的AI;
调整大危机时的AI;(这个不是很明白,是否是指三大灾难时的AI表现?)
降低了AI交易的限制,尤其是通行权;
多人模式下,当某人掉线时,AI能暂时帮该玩家管理一段时间(10年)。这种特殊的AI不会对帝国做出大幅变动,比如重划自治领、拆船、宣战之类。让玩家重新上线之后能顺利的重新接管。
在建新游戏时增加一个新的选项,可以设置AI的总体侵略性。
平衡改进:
战争分数的评价将取决于你对手的大小,你将可以从大帝国手中割到更多的行星,但无法一战就把他打成小弟;
靠堆闪避的护卫海将被削弱;
舰载机战斗半径将大幅增加;
伦理理念中的“外星喜好”和“外星恐惧”效果将被修改,使这两个选项更有吸引力;
要求割让行星时不再需要占领它们,但占领可以得到更高的分数;
科技消耗的增长将不只由人口决定,而是由行星数量和人口共同决定。因此人口造成的增长将会相应的降低。
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其他UI改进、帝国编辑器改进和bugfix没什么意思。
目前看来意义较大的就是:
护卫海不行了;单人口占星不行了;航母能出头了。
dzb214092 发表于 2016-5-25 23:05
本来就不认识你 老受受
{:3_96:}居然敢侮辱版主。 嘉【暗】 发表于 2016-5-25 21:01
我不认识你,我不认识你,我不认识你。。。
自我安慰技能~MAX~
...
本来就不认识你 老受受{:3_93:}
r042977 发表于 2016-5-25 21:23
比起这些更新,我更希望是更良好的优化,卡死了。
没办法P射老传统单核心游戏 后期纠结死你 比起这些更新,我更希望是更良好的优化,卡死了。{:3_92:} dzb214092 发表于 2016-5-25 20:23
貌似比你年轻
{:3_134:}我不认识你,我不认识你,我不认识你。。。
{:3_91:}自我安慰技能~MAX~
嘉【暗】 发表于 2016-5-25 19:52
主任=。=
没想到你已经这么老了。
貌似比你年轻{:2_35:}
dzb214092 发表于 2016-5-25 13:05
哥现在已经是办公室主任了欧耶哈哈哈哈
{:3_142:}主任=。=
{:3_140:}没想到你已经这么老了。
嘉【暗】 发表于 2016-5-25 08:38
然而,我是英语B级都没过的渣渣。
鸟总监?有生之年啊。。我看好你。
...
哥现在已经是办公室主任了欧耶哈哈哈哈{:3_124:} 你这机翻可以。。。
还是去贴吧看置顶吧。。。 神tm球队 dzb214092 发表于 2016-5-24 21:44
去屎 我又不是办猪将就着看吧 还原文......你英文8级啊啊啊啊等我啥时做鸟姐总监了再说吧23 ...
然而,我是英语B级都没过的渣渣。{:3_91:}
鸟总监?有生之年啊。。我看好你。{:3_102:}
人生中的我 发表于 2016-5-24 22:43
这是我从贴吧看的部分改进:
平衡性改动:
-战争分数现在会受你的战争目标的大小所影响。你可以一战中割 ...
啊哈哈,爽。我喜欢,我的大船能出船厂了~
犟牛 发表于 2016-5-24 22:38
航程是加呢还是减呢~?
这是我从贴吧看的部分改进:
平衡性改动:
-战争分数现在会受你的战争目标的大小所影响。你可以一战中割更多的星球,但是不太可能一口气把一个大帝国打成附庸。
-护卫舰再也堆不了闪避了(护卫海的末日)
-战斗机的作战航程被极大的提高
-意识形态被重新平衡。自然状态下pop选择仇外主义\亲外主义的几率相对于其他意识形态会更高。
-战争中不再需要靠占非战争目标的地得分了。相对应的,占领那个你想要的星球会带给你更多的战争分数。
-科技花费现在不仅和总人口有关,也和你拥有的星球有关了。相比之下,由于人口导致的科技花费增长被调低了(爆铺流的末日)
犟牛 发表于 2016-5-24 22:38
航程是加呢还是减呢~?
肯定是增加了,不然能玩?
人生中的我 发表于 2016-5-24 22:35
我只关心,护卫海要削了,还有舰载机的航程要修改了
航程是加呢还是减呢~?
我只关心,护卫海要削了,还有舰载机的航程要修改了 人生中的我 发表于 2016-5-24 22:33
Hello everyone! As you may have noticed, there was no Stellaris development diary this week, because ...
给你贴一段原文
Hello everyone! As you may have noticed, there was no Stellaris development diary this week, because the team has been extremely busy working on the first free patch for the game, which we have named Clarke. Clarke is currently undergoing internal QA testing, and we hope to have a beta version of the patch out for you before the end of the week. Therefore, we decided to do a dev diary after all, detailing some of the fixes, changes and improvements coming in the patch.
Please note that the highlights below are just highlights, NOT exhaustive patch notes!
UI IMPROVEMENTS
A major target area for Clarke was the UI, particularly in regards to sectors and diplomacy. A few highlights:
Sectors can now be managed directly from the outliner.
Diplomatic Notifications are now much more detailed.
End of Combat interface has received a major face-lift.
Habitability icons/tooltips now show you more detailed information, including which worlds in a system you can currently colonize.
AI IMPROVEMENTS
Another major target area for Clarke was to address complaints regarding the AI, particular in sectors to sectors and warfare. A few highlights:
Greatly improved sector AI handling of pops, buildings, spaceports and mining stations.
Fixes for AI in end game crises.
Improvements and fixes to AI handling of its fleets.
Less restrictions on what the AI will trade and with who, especially in regards to border access.
In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.
We've also added a new option in galaxy setup where you can set the AI's overall aggressiveness.
EMPIRE BUILDER IMPROVEMENTS
We also took some time to add a pair of highly requested features to the empire builder. Namely, the ability to write a biography for your species and empire, and the ability to customize ruler titles. Ruler titles are customized separately by gender, and will remain even if you change government type, so long as the new government is of the same type as the previous one (so changing from a Monarchy to another Monarchy will not clear your ruler titles, while changing from a Monarchy to a Democracy will).
BALANCE CHANGES
While balance wasn't our main priority for Clarke, we nonetheless targeted a few major balance issues. A few highlights:
War score costs now scale to the size of your target, so you can take more planets from large empires but can't vassalize them in a single war.
The ability to stack evasion on Corvettes was nerfed.
Strike craft had their range substantially increased.
Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals are now worth more warscore.
Technology cost is now increased both by number of planets owned and size of population, instead of just population. Accordingly, the tech increase cost from population was lowered.
BUG FIXES
In addition to all this, Clarke naturally also includes dozens of fixes for bugs large and small. A few highlights:
Military Station maintenance is now correctly calculated (was far too high previously).
Numerous fixes to events, including fixing up the Old Gods event chain.
Fixed 'ghost' trade deal entries and trade deals silently failing when you traded above a certain percentage of your resource stockpiles.
Democracies that don't allow slavery will no longer get the Slaver mandate.
Difficulty settings are now available in multiplayer setup.
With Clarke almost finished, we're now switching over fully to working on the Asimov patch, as outlined in last week's dev diary. Where Clarke was mainly a fix and UI improvement patch, Asimov will target the midgame with new diplomatic features and event chains. More details about Asimov will be released in development diaries over the next few weeks, but if you have any questions about the Clarke patch, feel free to ask and I will do my best to answer. 犟牛 发表于 2016-5-24 22:15
撒~官方无谓战巡什么的木有。。。
MOD有战巡啦
犟牛 发表于 2016-5-24 22:15
撒~官方无谓战巡什么的木有。。。
额 没有估计得2.0版本2333{:3_93:}
dzb214092 发表于 2016-5-24 22:14
优化 战舰AI各种平衡 修复
撒~官方无谓战巡什么的木有。。。
犟牛 发表于 2016-5-24 21:53
我就期待有没有添加什么好东西~
优化 战舰AI各种平衡 修复 {:3_127:}等你做鸟姐总监遥遥无期{:3_143:}{:3_161:} 我就期待有没有添加什么好东西~ 星空雨痕 发表于 2016-5-24 21:47
2333遥遥无期
不会啊 估计2周内吧 快的
2333遥遥无期{:3_116:} 本帖最后由 dzb214092 于 2016-5-24 21:46 编辑
嘉【暗】 发表于 2016-5-24 20:26
完美的嘲讽~给自己+1
去屎 我又不是办猪将就着看吧 还原文......你英文8级啊啊啊啊:@{:3_94:}等我啥时做鸟姐总监了再说吧2333{:3_127:} 完美的嘲讽~给自己+1{:3_94:}
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