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制置使
- 积分
- 8003
- 威望
- 7998
- 金圆券
- 37222 PB
- 小红花
- 144
- 臭鸡蛋
- 2
- 法币
- 3396 FB
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本帖最后由 cools0812 于 2018-9-20 11:33 编辑
https://forum.paradoxplaza.com/f ... ember-2018.1119837/
Hello and welcome to the 17th development diary for Imperator. This time we’ll talk a bit more about characters and how you interact with them
大家好欢迎来到罗马的第17篇开发日志。这次我们要详细介绍角色和玩家与角色的互动选项。
Back in the 7th development diary we talked about Characters for the first time and talked about their attributes, traits and stats. If you haven’t read it yet, I recommend going back to read it HERE.
在第7篇开发日志中我们第一次介绍了角色和其数值,如果你还没有读过,建议先去读那篇。
We did not talk about health in that development diary, except mentioning the fact that one of the categories for traits were health-related. In the original Rome 1 & in the Crusader Kings series, health is a hidden value that the player never sees, which impacts hidden probabilities of when you die.
在那篇开发日志中我们没有介绍角色的生命值,只提到在角色特性中有一类是关于健康的。在欧陆罗马和CK中,生命值是一个隐藏属性,影响同样隐藏的角色死亡几率。
In Imperator health is a value between 0 and 100, and when it reaches 0, that character dies. Health related traits affects this each month, but don’t expect that a brain-damaged frail leper to have a long life-expectancy.
在本作中,生命值是一个介于0和100的值,当它跌到0时,角色就会死亡。健康类特性每月增减一定生命值,但不要指望一个虚弱的脑损伤麻风病人可以活得很长。
Holdings is another thing I promised to talk about. Each character can have holdings in one city. A governor picks a city in the province she is governing as where he’ll have his holdings, while a general picks one from the cities he may have conquered. A character with a holding will get income from that city until death, or until otherwise forced to relinquish it.
地产是我要介绍的另一个机制。每个角色都可以在一个城市中拥有地产。行省总督可以在他统治的行省中选一个城市,一个将军可以在他征服的城市里选择一个。拥有地产的角色可以从那个城市获得一份收入,直到他死去或者被迫放弃地产。
Income ties into another concept I’d like to touch upon in today’s diary, ie Wealth. Each character have a pool of money that they may use to their own benefit. Characters gain money, if they have an office that pays them, or if they are a governor that can use their corruption to enrich themselves, or if they have holdings.
收入与角色的财富息息相关。每个角色都可以持有一定的金钱,并为己所用。角色得到收入的方式有:公职薪水,担任总督时用腐败度中饱私囊,或者拥有地产。
So how do you interact with these characters then? Well, Imperator has lots of different ways, besides the normal event interactions like most of our games, we also have the direct character interactions..
所以玩家如何与这些角色互动呢?在本作除了类似我们其他游戏的事件互动选项外,还有很多不同的直接互动方式。
Character Interactions usually have costs in power and or gold, and some have different chance of success as well, and in Republics, some of the character interactions require senate approval as well.
角色互动一般消耗点数或金钱,有些有成功几率,在共和国有些互动选项需要元老院通过。
Appoint Dictator - Can be done on your ruler in a republic when at war or civil war, and it will allow him to do any diplomacy or character interaction without Senate interfering until the end of the war.
任命独裁官 - 在战时或内战时共和国统治者可用,允许他在停战前无需元老院批准进行任何外交和角色互动活动。
Assassinate - You can attempt to assassinate a foreign character.
刺杀 - 尝试刺杀一个外国角色。
Banish - To force a character you have previously imprisoned to leave your country.
放逐 - 强迫一个被你监禁的角色离开你的国家。
Bribe - Increases the loyalty of that character.
贿赂 - 增加角色忠诚度。
Execute - Permanently move a prisoner to another plane of existence.
处决 - 将角色永久移动到另一个位面。
Free Hands - Increases Loyalty and Corruption if that character is one of your Governors.
放权 - 增加总督的忠诚和腐败。
Hold Games - With a ruler in a republic, you can spend states money to increase the popularity of the current ruler.
举办比赛 - 对共和国统治者使用,消费国库资金增加统治者的支持度。
Imprison - Attempt to relocate someone to a more secure area for future processing.
拘禁 - 尝试抓捕某人,以便进行更多互动。
Inspire Disloyalty - Reduces loyalty and increases corruption of a foreign character.
鼓励不忠 - 减少某个外国角色的忠诚和腐败。
Loan - To get money from a wealthy character. They may want it back though.
借贷 - 向某个富有的角色借钱。以后他们可以会想要回自己的钱。
Marry Ruler - If different gender and both ruler and character is unmarried.
统治者结婚 - 如果互动对象和性别和统治者不同,且均为独身。
Recruit - To get a character leave a foreign nation and work for you.
招募 - 让某个角色离开外国来为你工作。
Recruit General - Get a disloyal foreign general to leave his nation and join your nation. With his army.
招募将领 - 让一个不忠诚的外国将领带着自己的军队叛逃他的国家加入你的国家。
Release Prisoner - For bleeding-heart liberals..
释放囚犯 - 为圣母自由派而设...
Repay Loan - Sadly you can’t imprison and execute people you owe money…
还款 - 很遗憾你不能逮捕和处决你的寨主...
Sacrifice Prisoner - Some religions allow you to sacrifice prisoners taken in war, making your tribesmen happy and productive, and making it easier to stay tribal.
用囚犯祭祀 - 有些宗教允许你活祭战俘,让你的部落民幸福而多产,让保持部落制更容易。
Seek/Stop Treatment - For characters with bad health that you need to live longer or shorter.
寻求/放弃治疗 - 为生命值低下而你需要他们活得更长/更短的角色而设。
Seduce Governor - Convincing a foreign governor that it’s far better to officially say they are part of your nation, while they regretfully report that about 105% of all collected taxes were lost due to bad harvests and bandits to your government.策反总督 - 说服一个外国总督做你的国家的一部分更有利,同时遗憾地报告105%的收税都因为坏收成和土匪而没有了。
Smear Character - To reduce the popularity of a character.
破坏角色名声 - 减少某个角色的支持度。
There may be more interactions added through development, and they are 100% created by scriptfiles., and here is an example of the simple Hold Triumph interaction.
以后的开发可能会加上更多互动,这些互动选项100%由脚本控制,这是互动选项“举行凯旋式”的脚本:
- hold_triumph = {
- on_other_nation = no
- on_own_nation = yes
-
- sound = "event:/SFX/UI/Character/sfx_ui_character_hold_triumph"
-
- potential_trigger = {
- hidden:scope:target = {
- is_alive = yes
- }
- }
-
- allowed_trigger = {
- hidden:scope:actor = {
-
-
-
- can_pay_price = hold_triumph
-
- custom_tooltip = {
- text = "TRIUMPH_RECENTLY_HELD"
-
- NOT = { has_variable = triumph_recently_held }
- }
- }
- scope:target = {
- is_adult = yes
-
- days_since_last_victory < 720
- }
- }
-
- effect = {
- scope:actor = {
- pay_price = hold_triumph
-
- set_variable = {
- name = triumph_recently_held
- value = 1
- days = 365
- }
-
- }
-
- scope:target = {
- add_loyalty = loyalty_huge
- add_popularity = popularity_huge
- }
- }
-
- }
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Stay tuned, there are more things to talk about characters in Imperator, like ambitions and loyalty, but next week we'll go into the Latin Military Traditions.
敬请期待更多关于角色系统的内容,还有诸如野心和忠诚的机制有待详述,不过下周我们要介绍的是拉丁军事传统!
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