Stellaris开发日志#233 | 11/18 水生生物和赫伯特补丁附记
牧游社 牧有汉化翻译
Stellaris Dev Diary #233 - Aquatics & 3.2 'Herbert' Patch Notes
Obidobi, Producer – Stellaris

3.2版本号“赫伯特”更新
夸耀纯净派民政
不能接收外交提议,但可以发出外交提议,并获得使节和信任度增长奖益(需要人型生物物种包)。
地貌改造事件
增加随机地貌改造事件,给地貌改造带来更多风味。
更多探索内容
为气态巨行星、小行星和不可殖民行星的异常类别增加更多异常点,为已经存在的异常点增加更多选项。
AI改进
AI帝国现在在选择建筑、区划、地貌改造、恒星基地模块和建筑等方面做得更好。AI现在也会建造都市星球,更好地选择灭星武器,以及在降低犯罪度方面做得更好。
错误修复
升级防御平台完成后现在也会有通知、舰队管理器修复、修读UI模组不同步问题等等,总计修复了80+的错误。
所有玩家可用的新舰船浏览器
从任何角度尽情欣赏舰船设计。
同时还包括
平衡性改动,模组能力改进,性能改进,舰队增援修复,以及更多……
Hello everyone!
大家吼!
Yesterday we announced that Aquatics will be released this coming Monday, November 22nd, for USD $9.99/€9.99 or regional equivalent. We're super excited to bring you this new Species Pack and we’re really happy to sea(see) the positive reactions you all have had to the ships and portraits that we’ve shared over the past few weeks.
在昨天,我们宣布了水生生物物种包将于下周一即2021年11月22号发布;售价为9.99美元/9.99欧元或当地相当价格。我们非常高兴能为你带来这个新的物种包,我们也非常高兴看到过去几周来你们对我们分享的船只和肖像的正面反馈。
And as is the time-honored tradition, here follows the changelog for the Aquatic species pack, with the accompanied 3.2 'Herbert' Update, named after renowned author Frank Herbert, that the Custodian team has been working on :D
正如历史悠久的传统一样,我们在这里附上水生生物物种包的改动日志,还伴有守护者团队一直在开发的3.2版本号“赫伯特Herbert”更新包的内容,这次更新包以著名的作家弗兰克·赫伯特的名字命名。
3.2 PATCH NOTES
3.2版本号补丁附记
##########################
###### VERSION 3.2.0 #####
##########################
###################
# Aquatics Species Pack Features
# 水生生物物种包特性
###################
* Added a new Aquatic pre-scripted Empire.
* 添加了一个新的预设水生生物帝国。
* Added a new Phenotype with 16 new portraits (15 normal + 1 robot) of fishy looking Aquatics.
* 添加了一个新的水生生物原型,包含16个鱼类水生物种新肖像(15个普通+1个机器人)。
* Added a new City Set and room backdrop for Aquatics.
* 为水生生物添加了一个新的城市和房间背景。
* Added a new bubbly Ship set.
* 添加了一个新的泡泡型舰船组。
* Added a new Advisor Voice.
* 添加了一个新的顾问语音。
* Added a new Civic: Anglers.
* 添加了一个新的民政:垂钓者Anglers。
* Added a new Species Trait: Aquatic.
* 添加了一个新的物种特质:水生生物Aquatic。
* Added two new Origins: Ocean Paradise and Here be Dragons.
* 添加了两个新的起源:海洋天堂Ocean Paradise和龙族出没Here be Dragons。
* Added a new Ascension Perk: Hydrocentric.
* 添加了一个新的飞升天赋:水之心Hydrocentric。
###################
# Humanoids Species Pack Features
# 类人生物物种包特性
###################
* Added a new Civic: Pompous Purists.
* 添加了一个新的民政:夸耀纯净派Pompous Purists。
######################
# 3.2.0 "Herbert" Features
# “赫伯特”特性
######################
* Multiplayer hosts that own the DLCs now unlock portraits as well as ship and background sets from the Plantoids and Humanoids Species Packs for clients that do not own them.
* 拥有DLC的多人主机现在可以为没有拥有植物物种包和类人物种包的玩家解锁它们的肖像、舰船和背景设定。
* Added the ability to pick your main species' gender during game setup.
* 允许你在游戏设定阶段选择你的主体物种的性别。
* Added over 200 new star names for random galaxy generation.
* 为随机生成星系添加了超过200个新的恒星名称。
* Added 13 random events to terraforming to make the feature more engaging.
* 为地貌改造添加了13个随机的事件,使它更有吸引力。
* Added 4 new asteroid-related anomalies to spice up old anomaly categories.
* 添加了4个新的与小行星相关的异常点,为旧的异常类别添加趣味。
* Added 4 new Gas Giant anomalies.
* 添加了4个新的气态巨行星异常点。
* Added 4 new anomalies to existing, uninhabitable worlds anomaly categories.
* 为已经存在的不可殖民世界异常类别添加了4个新的异常点。
* Added new options to several old anomaly events which share categories with the newly added ones above.
* 为一些旧的异常点事件添加了新的选项,他们与上述新增异常共享异常类别。
* Enabled the Ship Browser for all players.
* 允许所有玩家使用舰船浏览器。
######################
# Improvements
# 改进
######################
* Reinforcement fleets will now attempt to find a safe but longer path if the shortest path to the target fleet is not considered safe. This will reduce how often reinforcement fleets are spawned at the shipyard at the cost of increasing the MIA time (due to taking a longer path) in these cases.
* 如果到达目标舰队的最短路径不安全,增援舰队现在会尝试寻找一条安全但是更长的路径。这种境况下,船坞生产增援舰队的频率会由于任务中失踪(MIA)时间增加(因为选择了更长的路径)而被降低。
* Reinforcement fleets now consider systems that have both hostiles and allies in them to be safe for pathfinding purposes.
* 如果星系内同时存在敌对的和同盟的舰队,现在的增援舰队在寻路时会认为它们是安全的。
* Reinforcing fleets using jump drives no longer require a safe hyperlane path to the fleet they are reinforcing.
* 使用跃迁引擎的增援舰队,不再要求一条安全的超空间航路(来使它们能够)到达被增援舰队。
* Improved how shipyards are selected when constructing reinforcements to better utilize stations with multiple shipyards and mega shipyards.
* 改进了在建造增援舰队的时候选择船坞的方式,使能更好地利用多船坞太空站与巨型船坞。
* Reinforcing fleets that fail to find a safe path to the target fleet will now merge with other fleets orbiting the same shipyard, if both fleets intended to reinforce the same target fleet.
* 无法找到通往被增援舰队的安全航路的增援舰队,会自动与那些(与它们)增援同一支舰队的存在于当前船坞轨道上的其他增援舰队合并。
* Plantoids and Fungoids are no longer forced to have no gender, as you can now freely pick species' genders. Instead, every randomly generated species now has a 30% chance of being one of: genderless, female-only or male-only.
* 植物类生物和真菌类生物不再只能选择无性别,你现在可以自由的选择物种的性别。相对地,每个随机生成的物种都有30%的概率选择以下一种:无性别、仅男性和仅女性
* Added an additional option to the Alien Box event chain for Gestalts.
* 为格式塔的外星盒子事件链添加了一个新的选项。
* Added an Industrial colony designation to Ecumenopolis.
* 为都市星球添加了一个工业殖民地命名。
* Made it so colony events will not fire on newly terraformed worlds to avoid some Ludonarrative Dissonance.
* 使殖民地事件无法发生在刚刚完成地貌改造的世界上,以避免叙事失调。
* The default flag of new empires is now randomized, say goodbye to the red-black triangle flag!
* 新帝国们的默认旗帜现在是随机的了,向之前的红黑三角旗告别吧!
######################
# Balance
# 平衡
######################
* Functional Architecture and Constructobot: Reduced the free building slots granted from 2 to 1.
* 实用建筑民政与施工机器人民政:将给予的免费建筑槽位从2减为1。
* Agrarian Idyll empires now get one planet building slot per four Agricultural districts built.
* 田园牧歌帝国现在每建造四个农业区划可以获得一个行星建筑槽位。
* Reduced the ship upkeep cost modifier for Clone army Admirals variants to 5/10/20% respectively.
* 将海军提督的克隆之军变体的舰船维护修正分别降低至5/10/20%
* Ruins of Shallash arc site no longer has a chance of giving quite as much unity as defeating an endgame crisis.
* 考古遗迹“Shallash遗迹”不再有机会提供与击败终局危机时给予的数量相同的凝聚力点数。
* You can no longer use planet killer weapons on primitives inside your borders if you lack the appropriate primitive interference policies.
* 如果你没有合适的原住民文明干涉政策,你将无法对你边境内的原住民文明使用灭星武器。
* Pops working the Livestock job now have 10% less political power.
* 在“牲畜“阶层工作的人口的政治权利降低10%
* A lot of anomalies were rewarding 3 Society Research deposits, there is now more variety.
* 之前许多异常点的奖励是社会学研究+3资源,现在会有更多变化。
* Made Awakened Fallen Empires use Traditions.
* 觉醒的堕落帝国可以使用传统。
* Several productivity-improving technologies are now no longer of dubious benefit, as their upkeep (and production) effects now only apply to jobs actually primarily producing resources.
* 一些提升产能的科技的增益不再让人感到困惑,它们对维护费(以及生产)的影响现在只作用于主要生产这些资源的岗位。
* Nerve Stapled Hivemind pops can no longer perform complex drone jobs.
* 蜂巢帝国的神经阉割人口不再可以在“复合子个体“岗位上工作。
* Reduced the amount of jobs added by Leisure Arcology Districts to bring them into line with other Ecumenopolis districts.
* 休闲生态区划提供的岗位数量减少为与其他都市星球区划相同。
* Ion cannons are no longer free to maintain, and have an upkeep cost of 8 energy.
* 离子加农炮台不再免维护费,而需要8能量币来维护。
* Necro-Hives:
* 死灵蜂巢:
* * Cut Necrophage pop assembly penalty to 50% from 75%
* * 死灵族人口组装速度惩罚从75%减少为50%。
* * Made pop output modifiers (positive and negative) no longer apply to hive minds.
* * 人口产出修正(正面或负面)不再作用于蜂巢思维。
* * Made the -50% organic upkeep also apply to energy, for photosynthesis.
* * 对光合作用来说,-50%有机体维护费同样作用于能量(消耗)。
* * Devouring Swarm Necrophages now spawn with extra infrastructure to account for the lack of chambers of elevation.
* * 死灵嗜杀蜂群现在生成时将获得额外的基础设施以弥补擢升之庭的缺乏。
* Life-Seeded now start with a 30 space planet
* 生命之籽起源现在开局会有一个30格的行星。
######################
# Stability & Performance
# 稳定性和性能
######################
* Fixed an OOS caused by using button effects in custom MOD UI, so now you can go back to building that Nicoll-Dyson Beam to "ensure galactic peace and prosperity".
* 修复了由于在自制MOD UI中使用按键特效而产生的失去同步问题,所以你现在可以再去建设尼克尔-戴森光束来“保障银河系的和平与繁荣”了。
* Improved the performance of pop factions updating their support values - resolved an issue where the game looped over every pop in the Empire for each faction, rather than calculating it once for the whole Empire and referring to that value for each faction.
* 改进了人口派系更新支持度时的性能——解决了一个问题,导致在计算时每个派系都会遍历所有人口,而不是只对整个帝国人口计算一次,再得出每个派系的支持度。
* Improved the performance of planet_resource_compare trigger, and cut down on its use a bit as it's still quite expensive.
* 改进了planet_resource_compare这一触发器的性能,还减少了一些它的使用,因为它还是很吃性能。
* Improved the performance of a variety of checks by making more extensive use of species happiness caching.
* 通过更多地使用物种幸福度缓存,改进了一系列检定的性能。
* Cached calculations of pop_has_random_ethics to reduce performance impact of repeatedly checking it, by 50%.
* 对pop_has_random_ethics的计算进行了缓存处理,从而把反复检定它带来的性能影响降低了50%。
* Optimised Rising Unemployment event's triggers to be only 15% as costly.
* 优化了失业率上升事件的触发器,使其只需要消耗原先15%的性能。
* The game will no longer try (and fail) to run Grey Goo event True Masters on every planet, every day.
* 游戏不会每天在每个行星上试图触发(其实根本触发不了)灰蛊事件“真正的大师”。
* Optimised checks for whether a pop can belong to a certain faction by pre-filtering pops by ethics in code (rather than running the script checks on all pops). For modders: this means that a faction will only allow pops which match its "guiding_ethic" in it, unless "use_guiding_ethic_as_pop_filter = no" is specified.
* 通过在代码中预过滤人口的思潮(而不是让脚本检定所有人口),优化了一个人口是否能属于某一派系的检定。对于mod制作者:这意味着一个派系只会允许和它的guiding_ethic相匹配的人口加入,除非设定use_guiding_ethic_as_pop_filter = no。
* Optimised several expensive pop faction demands that were checking all pops instead of all species, and similar.
* 优化了几个很吃性能的人口派系诉求,这些诉求会检定所有人口而不是整个物种,以及优化了其它一些类似的东西
* Improved the efficiency of checking whether a pop faction should exist.
* 改进了检定一个人口派系能否存在的效率。
* Optimised checks for jobs' "possible" trigger so that the four most common triggers are now pre-calculated per pop rather repeatedly for each job that a pop can take. (The format looks a bit different now, with possible_precalc, so modders will need to update a bit here - the error log will warn you in most cases, except that you also need to add a check when you use complex_specialist_job_check_trigger).
* 优化了岗位的possible触发器的检定,现在四个最常见的触发器可以为每个人口提前计算好,而不需要对一个人口所有能干的岗位反复进行计算了(有了possible_precalc之后,格式现在看起来会有所不同,所以mod制作者会需要进行一点更新——错误日志在大部分情况下会警告你,除了在你使用complex_specialist_job_check_trigger时会需要新增一个检定之外)。
######################
# UI
# 界面
######################
* The Music Player controls bar now starts hidden and can be extended by clicking the music icon.
* 音乐播放器控制条现在初始状态下会隐藏起来,并且可以通过点击音乐图标来把它弄出来。
* The title of the Music Player is now localised.
* 音乐播放器的标题现在也进行了本地化。
* Pop strata icons no longer overlap in Living Standards' tooltips.
* 人口阶层的图标不会再和生活标准提示条重合。
* Tab-key in Console now also lists commands containing entered text.
* 控制台中使用Tab键现在也会列出包含了已输入文本的指令。
* Many in-game UIs updated to scale vertically with increased game resolutions.
* 许多游戏内UI已经过更新,现在他们会随着游戏分辨率上升而在垂直方向上变大。
* Disabled "Delete" and "Update Template" buttons when editing a base species template.
* 在编辑基础物种模板时,禁用“删除”和“更新模板”按键。
* All languages now list the main menu hotkeys ("N" for New Game, etc).
* 所有语言的游戏里都列出了主菜单快捷键(“N”是新游戏,等等)。
* Added a description to how migration works to the Transit Hub star base.
* 为恒星基地的过境枢纽中移民机制如何生效增加了说明。
######################
# AI
######################
* Improved AI algorithm for picking which building and district to build by fixing an issue where it would not handle buildings or districts which produced multiple resources very well
* 通过修复一个AI不太会处理能生产多种资源的建筑或区划的问题,改进了选择建造什么建筑或区划的AI算法。
* Improved AI logic for building starbase modules and buildings. It will no longer spam crew quarters everywhere, and will instead be better at building useful things like resource-producing buildings and titan assembly yards.
* 改进了建造恒星基地模块和建筑的AI逻辑。现在AI不会到处建船员居住舱了,而是会更擅长建造一些有用的东西,比如资源生产建筑和泰坦组装厂。
* On starbases, AI can now build Ice Mining Stations, if it is hydrocentric
* 如果AI拥有水之心飞升,就可以在恒星基地上建造采冰站。
* On starbases, AI can now build Dragon Hatcheries if it got the tech
* 如果AI拥有合适的科技,就可以在恒星基地上建造巨龙孵化室。
* On starbases, AI is building less crew quarters in general and in places where it doesn't make sense
* AI整体上会在恒星基地里建造更少的船员居住舱,也不会经常在奇怪的地方建造。
* On starbases, AI is building a lot more anchorages
* AI会在恒星基地中建造更多的锚地。
* On starbases, AI is also building a bit more solar arrays if it is a gestalt
* 如果AI是格式塔帝国,AI会稍微多建造一些太阳能电池板。
* On starbases, AI is also building hydroponics now, since that has been buffed a lot and is way more useful to the economy
* 因为水培舱得到了大幅加强,在经济上更加有用,AI现在也会在恒星基地中建造水培舱。
* On starbases, AI will now handle starbases after taking over from a player - but it will NOT build lots of defense modules everywhere and tank the economy that way
* 在从玩家手里夺取恒星基地之后,AI现在会处理它们——但是AI不会建造一大堆防御模块来榨干自己的经济。
* Made AI empires more careful about running out of food.
* 让AI帝国更在意食物耗尽。
* Rogue Servitors AI (and player default) is now to give their bio-trophies migration rights, rather than to not do so.
* 失控机仆AI(以及玩家的默认设定)会给他们的活体陈设移民权,而不是不允许移民。
* The AI is now able to create Ecumenopolises.
* AI现在可以建造都市星球。
* AI is now better able to budget for repairing the Shattered Ring World that Shattered Ring origin Empires start with.
* 有破碎之环起源的AI帝国现在能够更好的存储资源来修复破碎的环世界。
* The AI is now better able to budget for terraforming, and will more readily terraform planets into classes which are ideal for them.
* AI现在能够更好的储存资源来进行地貌改造,也会更积极的将行星改造为适合他们的类型。
* Fixed AI sending small fleets to attack starbases without grouping up.
* 修复了AI派出没有集结起来的小股舰队去袭击恒星基地的问题。
* Fixed AI trying to build starbase buildings and modules it wasn't allowed to be building in certain cases
* 修复了AI特定情况下试图建造不允许建造的恒星基地建筑和模块的问题。
* Improved AI weights for planet killer weapons, so they will tend to pick the one that benefits them the most. (This also applies to the player's auto-generated ship designs).
* 改进了灭星武器的AI权重,现在他们会选取一种对他们来说效益最大的武器。(这也适用于玩家自动生成的舰船设计。)
* The AI will now consider anti-crime campaigns a valid way of fighting crime. But it will also occasionally make deals with crime lords if it is the victim of a Criminal Syndicate.
* AI现在会认为使用扫黑除恶行动是一种打击犯罪的有效方式。但是AI有时也会和犯罪头目达成协议,如果AI是犯罪集团的受害者的话。
* Fixed an issue where AI empires would leave fleets behind in others' space after peace was concluded.
* 修复了AI帝国会在和平条约签署之后把舰队留在别国空间内的问题。
######################
# Modding
# 模组
######################
* Starbase components can now accept economic output modifiers in station_modifier and system_modifier.
* 恒星基地组件现在可以在station_modifier和system_modifier中接受有关经济产出的修正。
* Added on_queued and on_unqueued in decisions, and fixed a bug in abort_effect. (Also added an example sheet to show what all works: abort_effect and abort_trigger were probably hidden features).
* 在决议中添加了on_queued和on_unqueued,同时修复了abort_effect中的一个错误。(同时添加了一个展示这些如何使用的示例表单:abort_effect和abort_trigger可能是被隐藏的特性)。
* Added use of [loc] commands in decision descriptions.
* 在决议描述文本中添加了[loc]指令功能。
* Fixed set_owner not working on Juggernauts.
* 修复了set_owner对主宰失效的问题。
* In component_templates, valid_for_country is now a trigger rather than a weights block, as that is how it acted. (So if you used it, you will need to update that).
* 在component_templates中,valid_for_country现在是一个触发器而不是一个权重模块,令它更符合它的功能定位。(用过这个的,记得改)
* Added on_destroy_planet_with_<planet_killer_key>_queued/unqueued on_actions.
* 添加了on_destroy_planet_with_<planet_killer_key>_queued/unqueued on_actions
* Added species_gender trigger, which checks what gender settings a species allows.
* 添加了species_gender触发器,用来检测物种的性别设置。
* Fixed a mod compatibility issue where has_deposit would not predictably return false if referencing a non-existent deposit.
* 修复了一个因为has_deposit在引用不存在的存量可能无法按预期返回导致的mod兼容性问题。
* Added a create_nebula effect.
* 添加了create_nebula效果。
* Changed terraforming costs to use the post-Megacorp economy system.
* 修改地形改造花费以使用巨型企业后版本的经济系统。
* Removed unused technology parameter terraform_cost_change (use regular cost modifiers instead).
* 删除了未使用的科技参数terraform_cost_change(使用常见的花费修正替代)。
* Removed 'energy' parameter from terraforming links (use 'resources' instead).
* 从地形改造链接中删除了energy参数(使用resources代替)。
* Changed any_planet_army, count_planet_army, random_planet_army, and every_planet_army to no longer be restricted to armies owned by the planet owner. Use 'is_owned_by = planet.owner' as a limit to achieve the same result as previously.
* any_planet_army, count_planet_army, random_planet_army, every_planet_army不再被行星所有者所有的军队限制。is_owned_by = planet.owner作为限制可实现同样的效果。
* Fixed issues with inputting prev and from scopes in fire_on_action.
* 修复了在fire_on_action中输入prev和from scopes的问题。
* set_name can now be used on first contact sites.
* Set_name现可用于第一次接触的考古遗址中。
* Added custom tooltips database for galactic objects with triggers to be executed for every system.
* 为有可被每个系统执行的触发器的银河系对象添加了自定义工具提示数据库。
* Added allowed_planet_classes to trait definitions for locking traits behind planet class selection in empire creation.
* 在特性定义中添加了allowed_planet_classes用来在创建国家中锁定星球类型选择后面的特性。
* Added "show" trigger to ship size empire_limit to control when the limit is shown to the player.
* 为舰船容量empire_limit添加了“show”触发器,在限制被展示给玩家时用来控制。
* Added planet_clear_blocker_speed_mult..
* 添加planet_clear_blocker_speed_mult。
* Fixed set_starbase_building/module to use slots starting with 1 rather than 0. This now matches both remove_starbase_building/module effects, and vanilla usage, but modders who compensated for this mismatch will need to adjust for the fix. Also improved error logging for these effects.
* 修复了set_starbase_building/module从1开始使用槽位而不是0的问题。这现在既匹配move_starbase_building/module效果,也匹配普通使用,但是自行修复了这种不匹配的mod作者需要调整以适应改进。同时改进了这些影响的错误记录。
* Fixed missing names in tooltips for modifiers granted in triggered modifier sections of starbase building/modules.
* 修复了在恒星基地建筑/模块的触发修饰符部分中授予的修饰符的工具提示中缺少的名称。
* Fixed starbases only refreshing slots on the next day after you use set_level, so set_level and directly followed by set_starbase_module would not work.
* 修复了恒星基地仅在玩家使用set_level的下一天才会刷新槽位的问题,所以set_level和直接跟在后面的set_starbase_module失效了。
* Added ideal_planet_class to traits. It can be used for defining which planet class a habitability trait should apply to.
* 新增ideal_planet_class。可被用来定义宜居特性应当被用于哪颗星球。
* The add_trait effect’s tooltip now says what the trait does.
* Add_trait的效果提示栏现在可以说明这个特质的功能。
* Fixed the "no" cases of several boolean triggers: is_bottleneck_system, is_idle, has_war_goal, has_valid_ai_personality, is_site_under_excavation, is_site_completed (they previously counted “no” as “yes”).
* 修复了一些布尔触发器的“no”情况:is_bottleneck_system, is_idle, has_war_goal, has_valid_ai_personality, is_site_under_excavation, is_site_completed(这些之前把no按yes处理了)。
* Added defines for the thresholds controlling when to accept a longer path for reinforcements when the shortest path is not safe.
* 添加了当最短路径不再安全时选择一条较长路径进行增援的定义。
* Added REINFORCE_MIA_TIME_MULT and MIA_TIME_MULT for controlling reinforcement and MIA times.
* 添加REINFORCE_MIA_TIME_MULT和MIA_TIME_MULT用来控制增援和任务中失踪的时间。
* Replaced define variable SHIPYARD_REINFORCE_MAX_DISTANCE with SHIPYARD_REINFORCE_MAX_JUMPS.
* 用SHIPYARD_REINFORCE_MAX_JUMPS代替定义变量SHIPYARD_REINFORCE_MAX_DISTANCE。
* Replaced define variable SHIPYARD_DISTANCE_DIV_FACTOR with SHIPYARD_REINFORCE_DISTANCE_MULT.
* 用SHIPYARD_REINFORCE_DISTANCE_MULT代替SHIPYARD_DISTANCE_DIV_FACTOR。
* Removed define variable SHIPYARD_MAX_OVER_CAPACITY.
* 移除定义变量SHIPYARD_MAX_OVER_CAPACITY。
* Added finish_arc_stage console command for finishing the stage of the archaeological on the selected planet.
* 添加控制台指令finish_arc_stage用来结束在选定星球上的考古遗迹的当前阶段。
* The "possible" trigger of a tradition category's adopt tradition will now print in the tooltip for adopting that category if it fails.
* 当目录失效时,传统类别的采用传统的可能性触发器会在提示中显示出来。
* Added the possibility to get the number of civics for an empire scope with "civics_count" trigger.
* 增加了使用civics_count触发器获取帝国范围内人口数量的可能性。
* Added the possibility to remove a civic by index e.g. "force_remove_civic = 2".
* 增加了通过索引删除国民理念的办法,比如force_remove_civic = 2。
* Added on_capital_changed on_action.
* 添加了on_capital_changed on_action。
* Added on_action on_planet_class_changed.
* 添加了on_action on_planet_class_changed。
######################
# Bugfixes
# 捉虫子
######################
* The notification shown when upgrading a defense platform now only appears when all queued upgrades are complete.
* 升级防御平台的提示现在只会在队列全部完成时出现。
* Fixed the purchasing event of the Ministry of Culture displaying the wrong job for Machine empires.
* 修复了购买文化部事件对机械帝国显示错误岗位的问题。
* Changed the Atmospheric Hallucinogen modifier to more accurately follow the flavor text.
* 更改了“大气迷幻剂”修正,以更准确地跟随文本。
* Surveying from the system map now queues orders correctly and displays the correct tooltips.
* 银河系地图的勘探可以正确排列订单并显示正确的工具提示
* "Crisis" diplomatic greetings now appear when talking to a crisis empire, rather than when being one.
* 危机类外交问候现在仅出现在对危机帝国外交,而不是自己是危机帝国的情形下。
* Fixed the three extradimensional crisis factions occasionally getting reinforcements in each others' dimensional portals.
* 修复了三个高维危机能从对方的传送门偶尔获得支援的问题。
* Devouring Swarms no longer have access to the Diplomacy Tradition Tree.
* 嗜杀蜂群不再能使用外交传统。
* Fixed the effects and shortened the duration of the pop output modifiers granted by the What Separates Us event.
* 修正了效果并缩短了“什么分隔了我们”事件授予的人口产出修正的持续时间。
* Fixed Corporate Galactic Imperium not having access to Catalytic Processing and Mastercraft Inc.
* 修复了企业银河皇帝不能使用催化处理和巧手公司的问题
* The Flesh is Weak Special Project no longer causes your species to lose their namelist.
* 血肉苦弱项目不再会导致物种失去名字列表。
* Cracking a non-colony planet no longer rewards Menace.
* 摧毁一个未殖民的星球不再奖励威胁值。
* Corporate and regular civics that share very similar effects have been made mutually exclusive.
* 有相似效果的巨企理念和常规国民理念现在互斥。
* Fixed it being possible to remove and add traits that shouldn't be possible to change, via species modification.
* 修复了物种可以修改删除和添加不可能改变的特征的可能性。
* Fixed enlightened primitive Lithoids getting farms instead of more mines.
* 修正了被提升的原始石头人获得农场而不是矿物的问题。
* Ancient Clone Vats can now only assemble Clone Soldier pops.
* 远古克隆舱现在只能组装克隆士兵人口。
* Infertile Clone Army pops will no longer be able to reproduce just because they are having a nice night out with the Caravaneers.
* 不能生育的克隆士兵人口不再会繁殖人口因为他们只是和行商过了一个很好的夜晚。
* Fixed Nivlacs sometimes not being radiotrophic for owners of Plantoids.
* 修复了Nivlacs有时不属于辐射营养的植物物种。
* The Resolution "Right to Work" now no longer slows down organic pop assembly.
* “工作权利”不再减慢有机人口组装。
* Mastercraft Inc. now have access to their Artificers on Ecumenpoleis.
* 巧手公司现在可以在工业理想城找到熟练技工。
* Shattered Rings should no longer turn into spheres when the Gray Tempest attempts to turn it into a nanite world.
* 灰风将破碎之环改造成纳米世界的时候不会变成把环变成球体。
* Racket Industrial Enterprise will no longer say they will give you 4 pops and then only give you 3. They also realized that while trying to scam you they were giving you a great deal so they increased the cost of the pops.
* 拉奇工业公司不会再说给4个人口结果只给3个。他们同时意识到他们在尝试骗钱的同时他们也给了你很多,所以他们提高了人口的价格。
* Catalytic and Master Crafter habitats colony designations should behave as expected.
* 催化师和巧匠在栖息地殖民地上现在应当按预期表现。
* Citadel of Faith, Auto-Curating Vault, and Vault of Acquisition are no longer gated behind the wrong planetary capital building.
* 信念堡垒、自新博物馆和储存仓库建筑现在不会再因为错误的首都建筑而无法建造了。
* Robots will no longer have 0 upkeep while living a decadent lifestyle.
* 机器人在享乐生活水平时的维护费将不再为0。
* After the Reanimators discovered that the Dessanu Consonance armies are made out of nanites they politely stopped reanimating them.
* 当复生之军在发现Dessanu Consonance的军队是由纳米机器人组成的之后,他们礼貌地停止了复活这些军队的行为。
* Made it so subjects can't join federation if federation law states that subjects can not join.
* 如果联邦法律规定仆从国不能加入联邦,那么这些仆从国就不能加入联邦。
* Made it so that fleets in combat while a star eater destroys a system ends combat and goes MIA.
* 当弑星者毁灭一个星系时,正在与之战斗的舰队将会结束战斗并失踪。
* Fixed 'newly founded colony' immigration pull accidentally capping out at 15 months after colonisation rather than 15 years. Now correctly set to 15 years or a population of 10 pops, whichever happens first.
* 修正了“新建立殖民地”的移民意外被限制在殖民15个月后而不是15年的错误。现在它被明确设定为殖民15年后或者10个人口,不管哪个先发生。
* Fixed fleets containing only one ship type and only one ship not being present in the fleet manager.
* 修正了舰队只包含一种船型且这艘船没有出现在舰队编辑器里的错误。
* Science ship now considers Hostile Intel while planning an evasive route, this fixes a problem where science ships do not flee from hostile fleets.
* 科研船现在会在设计规避路线时考虑敌方情报,这修复了科研船无法逃离敌方舰队的问题。
* Fixed reinforcements arriving at the shipyard if the target fleet was in combat when they finished construction.
* 修正了当建造完成的援军舰船发现要合并的目标舰队在战斗中,它们会返回造船厂的错误。
* Fixed reinforcement construction miscalculating which shipyards to use when reinforcements were being sent via bypasses.
* 修正了建造援军舰船时它们错误计算应当使用哪个船坞的问题,以及它们要通过哪些旁路抵达。
* Time taken for fleets to reinforce via fleet manager should now be the same as if reinforcing manually.
* 通过舰队管理器增援舰队的消耗时间现在与手动增援的时间一样了。
* Fixed an issue in which during the year 2280, empty Marauder raid fleets could be created.
* 修正了在2280年时,一个空的掠夺者帝国舰队会被凭空创建的问题。
* Clone Army pops from other empires should now decline even if their new owner has the Clone Army origin. These Pops no longer reduce the main species’ assembly speed.
* 来自其它帝国人口的克隆人军团数量会下降,即使他们的新主人拥有克隆军团起源。这些人口将不会降低主要物种的成长速度。
* Fixed a bug preventing the event which allowed you to acquire relics of other empires when invading their capital.
* 修复了一个bug,防止事件允许你在夺取其它帝国的遗珍时入侵他们的首都。
* You can no longer use your science ship to transport Shard to a separate system.
* 你现在不能再通过科研船将裂爪巨龙传送到一个独立的星系去。
* The Corporate Dominion civic now unlocks the Trade League Federation type.
* 企业自治民政现在会解锁贸易联盟联邦类型。
* Fixed MIA times sometimes being longer than the estimated travel time between the point of origin and the destination system.
* 修正了舰船失踪时间有时比出发星系和目标星系之间的估计航行时间还长的问题。
* Fixed an issue with the fleet manager where it was possible to create fleets larger than the allowed command limit.
* 修正了舰队管理器可能会创建出比指挥上限还要更大的舰队的问题。
* Fixed the assimilation process overwriting/resetting species rights in certain circumstances.
* 修正了同化物种过程中在某些情况下会覆盖/重置物种权利的问题。
* Fixed references to "pc_shattered_ring_habitable_adj" in certain first contact event chains.
* 修正了在某些第一次接触事件链里对“pc_shattered_ring_habitable_adj”错误引用的问题。
* Fixed Policies sometimes showing that they could not be changed until a date that was in the past.
* 修复了政策有些时候无法被改变的问题,这些政策会持续到一个已经过去的时间。
* Fixed the Terraforming button on planets sometimes being unavailable without a reason being stated (e.g. pre-sapients being present).
* 修正了行星上“地貌改造”按钮有时在毫无理由的情况下不可用的问题(例如:未开化的生物仍存在)。
* Fixed it being possible to start the game using an invalid empire design by abusing confirmation prompts.
* 修正了滥用确认提示来开始游戏时会使用无效帝国设计的问题。
* Fixed attack animations spuriously triggering when ships enter into the camera view.
* 修正了当舰船进入镜头时攻击动画错误触发的问题。
* Fixed clicking the falling intel alert opening the Diplomacy tab instead of the Intel tab.
* 修复了点击顶部降下来的情报警告时打开的是外交选项卡而不是情报选项卡的问题
* Fixed an issue where transport, juggernaut, and colossus ship icons in the fleet view were displayed incorrectly.
* 修正了舰队视图中的运输船、主宰和巨像的舰船图标显示不正确的问题。
* Fixed some habitat colony designations not using habitat icons.
* 修正了一些栖息地殖民地名称没有使用栖息地图标的问题。
* Fixed the displayed cost sometimes being inaccurate when attempting to apply a species modification.
* 修复了当尝试应用物种修改时,显示的成本有时不准确的问题。
* Fixed an issue where flak batteries showed the “small guns” 3D model instead of the “point defense” 3D model.
* 修正了高射炮炮组显示的是“小型火炮”3D模型而不是“点防御”3D模型的问题。
* Privateers will no longer be intimidated by exceedingly large fleets and will still spawn from the Arm Privateers operation.
* 私掠船将不再被庞大的舰队所吓住,现在它们仍然会从武装私掠船的行动中产生。
* Undead Armies resurrected during battle will no longer sometimes disband a month later.
* 战斗中复活的不死军团有时会在一个月后解散,以后不再会了。
* Fixed cases where the Insufficient Ancient Clone Vats modifier would apply while purging a completely different, non-clone species.
* 修正了当清洗一个完全不同的非克隆物种时,远古克隆仓不足的修正值会生效的情况。
* Fixed a bug where a species wouldn't ever grow on a planet with low habitability, also fixed that nothing would grow if you locked growing only that species
* 修复了一个物种不会在低宜居度星球上生长的bug,同时也修复了如果你只允许这个物种繁殖,那么什么物种都不会成长的bug。
* Ancient Drones will no longer be removing deposits that have benefits.
* 古代无人机不再会移除那些有益的沉积点。
* Adding Subterranean Liaisons no longer uses a placeholder icon.
* 添加地下联络站点将不会再占用占位符。
* Fixed an issue where "Call In Favor" and "Support" text would overlap in the federation vote UI.
* 修正了在联邦投票界面中“请求支持”和“支持”文本重叠的问题。
* Fixed void dwellers starting on Sol getting a starting message mentioning a trinary star system.
* 修正了以太阳系作为起点的虚空居者会得到一个提到三星系统的开局信息文本的问题。
* Fixed the description of Alloy Foundries when playing Gestalts and Catalytic Processors.
* 修正了作为格式塔意识并拥有催化处理器游玩时对合金铸造厂的文本描述的问题。
* The Thought Enforcement Edict now correctly mentions the reduction in crime it provides.
* 强制思想法令现在正确地提到它所减少的犯罪度的数量。
* Updated Merchant Guilds tooltip to be more in line with similar civics.
* 更新了商人公会的提示文本,使其与一般的民政更相似。
* Updated the Remnant Origin tooltip to be more in line with similar origins.
* 更新了遗迹起源的提示文本,使其与一般起源更相似。
* Updated the description in Bulwark of Harmony to be more Machine Intelligence friendly.
* 更新了对和睦保障的描述,使其对智械文明更友好。
* Updated the Contingency Core Relic tooltip to mention that it only works on Machine Pop Assembly.
* 更新了肃正协议核心遗珍的提示文本,表明它只对机器人人口组装有效。
* Fixed that the Planetary FTL Inhibitor technology tooltip incorrectly informed the player that a Stronghold would support an FTL Inhibitor.
* 修正了行星超光速抑制技术的提示文本,它错误地告诉玩家要塞会支持超光速抑制。
* Updated Machine Building Speed Tooltips to mention that they only affect machines.
* 更新了机器制造速度的提示文本,表明它们只影响机器人。
* Standardized the tooltips of the different slavery types to be more clear about what they offer.
* 标准化不同奴隶类型的提示文本以更清楚地展示它们提供什么。
* Prosperous Unification now has a more fitting tooltip for gestalts.
* 繁荣统一现在有一个更适合格式塔意识的提示文本。
* Fixed a broken macro in the Chinese tooltip for Catalytic Processors.
* 修复了催化处理器的中文提示文本里的宏错误。
* Fixed the inconsistent translation of the description for Byzantine Bureaucracy civic in French.
* 修正了法语中拜占庭式官僚民政描述不一致的问题。
* Removed duplicate message in situation log tooltip for special project.
* 去除了特殊项目情况日志中重复的消息和提示文本。
* Added missing square bracket in German string mod_planet_technician_energy_produces_mult, which had caused the GetTechnicianPlural macro to display in game.
*在德语的字符串mod_planet_technician_energy_produces_mult中缺少的方括号,使得GetTechnicianPlural宏在游戏里可以正确显示。
* Shattered Ring Sprawling Slum tooltips now match the regular planet ones.
* 破碎之环起源上的庞大的贫民窟提示文本现在作用于所有一般行星。
* Fixed Voidborne Ascension Perk displaying an incorrect tooltip for hiveminds.
* 修复太空子民飞升里对蜂巢思维文明的提示文本错误的问题。
* Fixed some Brazilian Portuguese grammatical errors.
* 修复了一些巴西葡语的语法错误。
* Fixed missing modifier names in certain interfaces from several colony designations, and a few other places.
* 修正了一些特定殖民地以及一些其他页面的某些接口中缺少修饰符的问题。
* Corrected Mistranslation in Polish Tradition Strings
* 修正了一些字符串的波兰语翻译。
* Clarified tooltip of civics that cannot be manually added or removed after game start to specify that they cannot be added too.
* 明确了一些在游戏开始后不能手动添加或者删除的民政的提示文本,并且明确它们也不能被添加。
* Fixed Imperial Armada Fleet Size text in the Galactic Imperium view not being localized.
* 修正了帝国舰队的规模的文本在银河帝国视图中没有被本地化的问题。
* Fixed broken First Contact tooltip localization refs.
* 错误的第一次接触事件的分支的本地化文本已被修复。
* Fixed poor tooltip for Caravaneers Local Franchise event.
* 修正了行商本地特许经营活动的提示文本错误的问题。
* Added missing effects tooltip for Terraforming Candidate planet modifier.
* 新增了之前缺失的地貌改造候选行星修正的提示文本。
##### Patchnotes End #####
翻译:qqqqyyy AntiAccess 枸杞泡阔落 子炎
校对:一水战阿部熊 三等文官猹中堂
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