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Stellaris开发日志#210 | 4/22 涅墨西斯发布后概述

2021-05-12 21:39 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #210: A post-Nemesis Address

grekulf, Stellaris Game Director


Hello everyone!

大家吼啊!


We hope that you've all had a chance to enjoy the 3.0 'Dick' Update and Nemesis. We've had a lot fun making it, and it's been really fun to see your reactions to all the new stuff!

我们希望你们都有享受3.0版本号“迪克Dick”更新和涅墨西斯Nemesis扩展包。我们在制作扩展包的过程中得到了很多乐趣,而且在看到你们对所有新东西的反应真的很有趣!


We appreciate all the feedback and bug reports you have submitted, as it really helps us improve the game. 3.0.2 is looking to be quite stable as it currently stands, with better performance and a very low amount of out-of-syncs in multiplayer. There are still bugs and improvements that we want to make and the current plan is to fix bugs and make improvements for a couple of weeks more, until we can release a 3.0.3.

我们十分感谢各位所提交的游玩反馈和bug报告,它们真的能帮助我们改善游戏。3.0.2版本号从表现来看是相当稳定的,有着更好的游戏性能,多人游戏里失去同步的情况数量也很少见。当然,游戏依然有一些bug和我们想要改进的地方,我们目前的计划是修复bug和改进体验,直到3.0.3版本号发布。


For that patch we'll be looking at things like:

我们将在3.0.3版本补丁中着眼于以下内容:


Some improvements relating to Operations & Espionage
一些与谍报行动和间谍有关的改进

Tweaking and making improvements related to pop growth
与人口增长相关的调整和改进

Various other improvements, balance tweaks and bugs
各种其他的改进,平衡调整和bug修复


We also know that pop growth has been a heartfelt issue for some of you, so we wanted to take this opportunity to address some of that feedback. With that I'll hand the word over to Stephen aka @Eladrin to talk a bit more about pop growth in detail:

我们也知道,人口增长是部分玩家非常关心的问题,所以我们也想借此机会解答一些反馈。接下来,我会将话题交给Stephen,也就是@Eladrin,让他更详细地谈谈人口增长的内容:


The Stellaris 3.0 'Dick' update had a number of changes to economic systems, including major changes to population growth. We wanted to significantly reduce the number of pops in the galaxy and decrease the disparity of number of pops between empires with mass colonization and those with fewer focused planets, allowing smaller empires to keep pace to a degree with more sprawling empires. (The eternal struggle between wide and tall play.)

Stellaris的3.0版本号“迪克Dick”更新对经济系统进行了一系列改变,包括人口增长方面的重大改变。我们所设想的是显著减少整个银河系中人口的数量,减少大规模殖民的帝国和那些不怎么关注行星的帝国之间的人口数量差异,让规模小的帝国能与规模庞大的帝国保持同步。(爆铺与精铺之间永恒的斗争!)


As part of this, we made some changes to increase economic output of individual pops or other sources through various means - some technologies were buffed, edicts were updated, and new bonuses were added to keep production up. Some secondary resources, such as Research, are intentionally more difficult to rush, since we believe that in 2.8 it was a bit too easy to reach repeatable technologies and technological dominance.

作为该计划的一部分,我们做出了一些改变,通过各种方式来增加单个人口或者其他来源的经济产出——部分科技效果被加强,法令被更新,添加了新的奖励以让玩家保持生产。而一些次要资源,比如研究点数,我们故意让玩家更难狂暴轰入顶点,因为我们认为在2.8版本号中,玩家太容易达到循环科技以及保持科技优势。


We do recognize that putting limitations on the previously endless growth can feel bad, and that the large number of sudden changes can be shocking. Internally, we've been playing with the system for months, and know that while it will take a transition period to get used to some of the changes, we believe that these changes are better for improving the long-term playing experience.

我们的确意识到,给之前近乎无穷无尽的发展设置限制会让人感到非常不满,而大量突然的变化也会让人感到震惊。从我们内部来说,我们已经使用这套系统好几个月了,虽然我们知道玩家需要一段过渡期来适应一些变化,但我们相信这些变化将更好地改善长期的游戏体验。


That said, months of internal testing pales in comparison to a week of live play, and the feedback we've received from you have been integral for us to continue to improve the playing experience and has led to some adjustments we want to make. Balancing complex systems are an ongoing process so we encourage you to continue feedbacking here on the forums as we move forward.

话虽如此,与一周的现场体验相比,几个月的内部测试显得苍白无力,我们从你们那里收到的反馈对我们继续改进游戏体验是不可或缺的,这也导致了我们想要做出一些调整。平衡复杂系统是一个持续性的过程,所以我们也鼓励玩家们在我们改进时在论坛继续给予我们反馈。


While we were interested in having more backwater planets in proportion to highly developed planets, we've deemed it too difficult to get to the higher infrastructure tiers. As such, we're planning on reducing the number of pops necessary to upgrade capital buildings to the higher tiers.

虽然我们希望高度发达的星球与发展滞后的星球数量成一定比例,但我们认为想达到更高的基础设施等级太难了。所以,我们计划减少升级首都建筑必要的人口数量,以让玩家更容易到更高的层次。


The growth on highly developed worlds also felt a little low, so we've increased the floor of how low logistic growth penalties can drop planetary growth, to make sure that these planets still produce a low but noticeable amount of growth. The effect on growth required from the number of pops in the empire was stagnating growth too early, so we're adjusting that value down as well. These should help make late game worlds like a Ring World or Ecumenopolis less difficult to populate, though you may still want to encourage your pops to resettle to them to get them going.

那些高度发达的星球的增长也感觉有些低,所以我们提高了低增长逻辑曲线下对行星发展惩罚的下限,以确保这些行星仍能产生虽低但明显的增长。帝国人口数量对增长的影响导致了增长过早地停滞,所以我们也下调了这个数值。这有助于让环形世界或者都市星球等后期的游戏世界变得更容易充满人口,虽然你可能仍然想要鼓励你的人口重新定居于此。


To ensure that other special planets such as the Hive World and Machine World still feel valuable when they come online, we've added assembly jobs to the planets themselves. (The Resource Consolidation origin will begin with a blocker negating this extra job until removed.)

为了确保其它特殊的星球,比如蜂巢世界或者机械世界在上线时仍让玩家感觉它们有价值,我们给这些星球本身添加了组装者这个工作岗位。(资源整合起源对这个额外岗位有个地形障碍,直到它被移除。)


Since colonization is taking longer than desired in the mid to late game, we've added Colony Development Speed bonuses to the civilian infrastructure technologies in addition to their Building Slots.

因为在游戏中后期,殖民的花费时间比预计的要长,我们现在在民用基础设施科技添加了新的奖励,现在除了建筑槽外,还有殖民地发展速度的奖励。


There's been a lot of positive feedback regarding the new automatic resettlement mechanics, so we're looking at changing the functionality of the Slave Processing Plant to expand automatic resettlement to slaves on the planet at a reduced rate instead of providing production bonuses. So much paperwork.

有关新的自动重新安置机制也有许多积极反馈,所以我们正在考虑改变奴隶加工厂的功能,以减少奴隶重新安置速度而不是提供生产奖励。文书工作可真多啊。


Constructobots have requested Building Slot parity with Functional Architecture, and we can yielded to their demands. The bio-trophies of the Rogue Servitors have also been shown some educational programs to help them multiply. And as a quality of life request from the Prosperously Unified, we're extending the duration of the homeworld buff to 20 years.

施工机器人民政已经被要求和功能性建筑民政一样提供建筑槽位,这个我们可以满足要求。失控机仆的活体陈设也有了一些帮助它们繁殖的教育项目。作为繁荣一统的一项基础游戏质量改动,我们现在将母星的Buff时间延长到了20年。


Please note that this is not a comprehensive list of all the changes we’re looking into for 3.0.3, but rather some of the highlights.

请注意,这并不是一个关于3.0.3版本号所有改动的完全列表,我们只是展示了其中的一些亮点。


That is all for this week folks! We hope you enjoy the game, and continue giving constructive feedback so that it's easier for us to keep improving the game.

以上就是本周的全部内容!我们希望你能享受游戏,并继续提供建设性的反馈,这样我们才能更容易继续完善游戏。



翻译:Aquaaaaaaaaa

校对:一水战阿部熊 三等文官猹中堂


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