Stellaris开发日志#228 | 10/14 3.2版本号新的内容和特性

牧游社 牧有汉化翻译
Stellaris Dev Diary #228 - New Content & Features in 3.2
grekulf, Stellaris Game Director
Hello everyone!
大家好!
For today's dev diary we'll be talking a little bit about a new wave of changes coming in the upcoming 3.2 update.
在今天的开发日志里我们会聊一点在即将到来的3.2版本号更新里的新一波改动。
3.2 will feature some new content and features, some of which didn't make it into 3.1, and some of which are new. The reason why I mention that is because I also wanted to shed some light on the process itself. With this new way of working, it's fine if something isn't done for a certain update, because it can simply spill into the next update. With our ambition of only having 3 months between the updates, it will not be long before the new piece of content will be out in the public. Speaking of which, the new Pompous Purists Civic is just such an example.
3.2版本号会包含一些新的内容和特性,其中一些是没来得及做进3.1版本号的,而另外一些是新的。我之所以提到这一点是因为我想聊聊(开发)流程本身。在新的开发流程中,即使一些工作没来得及完成,我们也可以简单的把它放到下一次更新中。由于我们的目标是每三个月更新一次,新的内容将会很快的公开。说起来,新的唯吾独尊Pompous Purists民政就是一个例子。
Pompous Purists Civic
唯吾独尊民政
This civic was designed to be added to the Humanoids Species Pack with our Buffing the Backlog initiative, but it didn't quite make it in time to be released in 3.1. In 3.2 you will be able to try out this new addition to the Humanoids Species Pack.
这个民政将通过“为已有内容添砖加瓦”计划被加到人型生物物种包中,但它没来得及跟3.1版本号一起发布。你将可以在3.2版本号中体验这一人型生物物种包的新添加。
The Pompous Purists Civic is a civic that allows for a diplomatic playstyle, but for xenophobes. The idea is based on an elven fantasy, where they are willing to negotiate with other species, but only as long as it's on their own terms.
唯吾独尊民政是一个外交游玩套路的民政,但是只适用于排外主义。这个主意是基于一个与精灵族有关的幻想故事,他们愿意与其他物种谈判,但前提是要符合他们自己的条件。

唯我独尊
一个过于强调自我优越感的社会,导致所有不是由它们发起的外交(请求)都将被直接忽略。
效果:
只能参与由它们自己发起的外交(请求)
信任度增长:+30%
可用特使:+2
基础要求:
一定程度上倾向于排外主义
没有种族洁癖国策
没有内圣之道国策
不是以下起源:先辈子弟
没有满足所有基础要求的民政将变为不可用并且不会提供任何加成
Friends? Maybe if you keep a respectable distance.
朋友?如果你能保持距离的话。
Ship Browser Experiment
舰船浏览实验
Back in dev diary 213 we briefly talked about the improvements to a part of the empire creation process – namely the part of the UI where you select your ship appearance. The experiment meant that only about half of you got to experience those improvements, while the rest kept the ship appearance selection as it has looked like since 2016. The reason why we ran this improvement as an experiment is because we wanted to measure how successful doing these kinds of improvements can be.
在开发日志#213中,我们简单讨论了一下对创建帝国的一部分过程的改进——也就是选择你飞船外观的UI部分。这个实验意味着只有大约一半的人能够体验到这些改进,而其余的人则保持了自2016年以来的船舶外观选择。我们之所以把这项改进作为一个实验,是因为我们想衡量这种改进能有多成功。

The Ship appearance part of the empire creation screen allows you to browse different ship sizes and appearances.
创建帝国的“舰船外观”部分允许你浏览不同的船型和外观。
The improved ship browser will be available to everyone with the release of 3.2.
改进过后的舰船浏览器将在3.2版本号更新中开放给所有玩家。
Now I'll hand over to Victor who will be talking a little bit about some new content for anomalies.
现在让Victor来聊聊一些关于太空异常的新东西。
Anomaly Variety
太空异常的变化
Hello everyone! I am Victor, a Custodian Content designer that you might have seen around on the weekly streams these past few months.
大家好!我是Victor,一个守护者团队的内容设计师,你们可能之前几个月在每周直播里见过我。
Back in 2018, we removed anomaly failure from the game. This meant that every single time you encountered the Gigantic Skeleton anomaly category, you would always get the Gigantic Skeleton anomaly, for it was the only one in the category. No longer! As one of my tasks for this patch, I decided to simply go through every single anomaly category and add new anomalies to orphaned categories that I could for the development cycle.
在2018年,我们移除了探索异常失败。这意味着每局游戏里当你碰到调查巨型尸骸类别的异常,它一定是调查巨型尸骸这个异常,因为这个类别里只有这一个异常。而这种愚蠢情况不会再发生啦!因为我们决定在这个补丁里简单地过一遍每个只有一个异常的异常类别,并在这个开发周期里尽量为这些孤儿类别添加一些新的异常。

晶体生长
SL9-001B上的生物形态不是我们之前预想的。我们的科学家的报告说明该小行星上存在晶体生长。这些晶体通过吸收周围的Poaa射线并将它们与小行星上的矿物相结合来维持自己的生长。
这些晶体本身是由蔗糖构成的,可能还是可食用的。
- 真有趣。
- 什么?能吃?
This is not only limited to new anomalies, but I also revisited some old classics adding options to events that previous designers created before a lot of the resources we now use were added to the game.
这些改动不仅限于新的异常,我还重新审视了一些由之前的设计师鼓捣的老而经典的事件,这些事件是在大量新的资源被添加到游戏之前设计的事件,我为它们添加了一些新的选项。

废弃的货船
一艘很久之前就被废弃的飞船留在了Hassaleh II的上层大气中。它不知为什么没有被别的宇航员注意到,而它的运行轨道正在缓慢降低,而这意味着几年之后这艘船将被气态巨行星的粉碎性大气层摧毁。而在ISS Drivafin Avabb的船员发现这艘船的时候,他们找到了一些被藏起来的由宝贵金属制成的外星珠宝。
- 融化它们。
- 卖了它们。
- 研究一下它们的构造。
- 留着它们。
While this is not anything that will revolutionize the game, it is a great and interesting direction for a Custodian content designer to explore, which we are still establishing on the team. I do hope you enjoy your (slightly) more exciting and varied early game!
虽然这不能彻底改变游戏,但对于守护者团队的内容设计师来说,这是一个可以探索的有趣的好的方向,而我们正在让全团队了解它。我希望你们可以喜欢一个(稍微)更让人兴奋的多样化的早期游戏。
Terraforming Events and AI behavioral changes
地貌改造事件和AI行为变动
Yes, hello, I am still here. My other task for this patch was to create a few varied random events for terraforming. These events vary in power and complexity and mainly break the monotony of pressing a button and getting a better planet. These bonuses vary from getting more districts of a chosen type to perhaps uncovering a dig site left by a species to enamored with war.
巧了,还是我。我在这个补丁中的另一个任务是创造一些多样化的地貌改造时可能发生的随机事件。这些事件的作用和复杂度各不相同,主要是为了打破“按下按钮获得一个更好的行星”这一单调的行为。这些奖励各不相同,从获得更多指定的某种区划到发现由一个好战种族留下的考古遗址。

多余的地貌改造设备
在完成火星的地貌改造之后,我们的地貌改造专家们发现了一个极有价值的机会。余下的地貌改造设备可以被改造为行星的基建。
- 我们需要更多的房子。
- 来点铸造厂。
- 扩张这个世界的能源资源。
- 矿场永远不够。
- 火星需要更多的农场。
- 丢了算了。
Before you start thinking, you will sit there and terraform a planet back and forth between two different types and fishing for events. Do know that you can only get events the first time you terraform a world, and it's never guaranteed. Terraforming is quite the unexplored space for Stellaris events, and these were a lot of fun to create.
为了凹出一个事件,你可能会坐在那里不断的用地貌改造让一个行星在两种地貌之间反复横跳,动动脑子!!!你知道吗,只有在对一个行星第一次进行地貌改造的时候才可能有相关事件被刷出来,而这个事件也是不能保证一定会刷出来的。相对来说,地貌改造是一个全新的Stellaris事件,它可能会创造出许多有趣的东西。
Finally, @Caligula Caesar has managed to restore the AI's terraforming hunger! Previously the AI needed to gather an absurd amount of energy credits even to consider terraforming, but that has now been rectified. The AI has been spotted changing and creating optimal planets in our internal testing. They also are more likely to pick terraforming techs and appropriate ascension perks in certain circumstances.
最后,@Caligula_Caesar 成功再次让AI懂得进行地貌改造! 之前AI需要收集极多的能量币才仅仅只会去考虑是否要进行地貌改造,但这已经被更正了。在我们的内测中,我们发现AI已经会改变和创造合适的行星了。在一些特定环境下,它们还会更倾向于选择地貌改造科技并适当提升权重。
That is all for this week folks! Next week we’ll be back with some exciting news!
这就是这周是所有内容啦!下周我们将会带回来一些更劲爆的消息!
翻译:qqqqyyy
校对:一水战阿部熊 三等文官猹中堂
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