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- 积分
- 8003
- 威望
- 7998
- 金圆券
- 37222 PB
- 小红花
- 144
- 臭鸡蛋
- 2
- 法币
- 3396 FB
![黄马褂](static/image/common/xunzhang1/medal10.gif)
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本帖最后由 cools0812 于 2019-4-29 19:50 编辑
https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-29th-april-2019.1172430/
Hi everyone and welcome to the first post-release development diary for Imperator!
欢迎大家来到英白拉多发售后的第一篇每周开发日志!
As soon as the first patch, Demetrius, is ready, it will be released this week.
本周1.0.1“Demetrius”优化补丁只要一做好,就会立即发布。
For Imperator, some things will be similar to how we have developed games since we released CK2, and some will be new. We will aim to have two major updates each year, with accompanying big expansions, where we focus on flavor in the paid content, while having core systems primarily part of the free patch. We have been working on ideas for our first expansion, but before starting on that one, we are doing a big free patch, which contains a lot of free features for all of you.
本作的后续开发计划将与自CK2以来P社各作类似,但也有些新东西。我们计划每年发布两个重大更新,每次重大更新都有相应的DLC扩展包,后者注重于增加游戏风味。对于第一个扩展包怎么做我们已经有了一些想法,但在开始那个项目之前我们先要做好一个免费大补丁,为所有玩家带来许多免费功能。
This free patch has been in development since the release version was frozen in mid february, so it contains all the things the design team have been working on, while QA and Coders worked on stability, AI and polish for the release.
自从2月中旬游戏发售版本确定以来,这个免费补丁就一直在做了。在测试员和程序员们为最终发售打磨游戏稳定性,AI和优化的同时,开发团队的工作便是设计这个补丁。
Our first big patch called ‘Pompey’ will be out before the summer holidays, and will contain some new features, and lots of balance changes. We’ll talk about some of the balance changes in this development diary, and for a list of most new features go to the roadmap at https://forum.paradoxplaza.com/f ... nt-roadmap.1170956/
第一个大补丁叫做“庞培”,将在暑假前发布,包含许多新功能和平衡性改动。本次开发日志我们要深入讨论其中一部分平衡性改动,如果要一份完整(而简略)的新功能列表请察看我们之前发布的路线图:
http://bbs.52pcgame.net/forum.ph ... peid%26typeid%3D610
Technology
科技
While the technological research in the game was working mostly fine, we had some edge cases that did not work out all that great. First of all, it was impossible to really catch up when you were behind, unless you were a really small country, so we did a reversed ahead of time penalty from when you are behind Secondly, it was also possible to stack your research output so high that ahead, rendering the ahead of time penalty useless, so we made the ‘ahead of time penalty’ a multiplier on your tech speed. Finally we changed the base time for a new technology from 15 to 20 years.
虽然本作中的科技系统基本上能正常工作,我们也看到了一些小概率情况下科技系统会出现问题。首先,科技落后的国家,除非是微型国家,否则几乎不可能追赶科技水平。所以我们为科技落后于当前年代的国家提供了一个反向的科技超前惩罚。(此处大概是科技落有buff的含义,但说的很绕,还漏了个句号,先这样翻译 )其次,我们发现科研输出可以堆到几乎无视科技超前惩罚,所以我们把“科技超前惩罚”改成直接作用于科研速度。最后,我们把每个科技的基础研发时间从15增加到20年。
Shattered Retreat
溃退
The action of voluntarily doing a shattered retreat was a bit over-powerful, in that while it was useful, it had almost no drawbacks. Now when you do a manual shattered retreat from the unit interface, that unit will also lose 50% of its remaining strength.
主动溃退机制有点过于变态了,而且几乎没有惩罚。现在改成了触发主动溃退会导致该军队损失50%兵力。
Truce Breaking
毁约开战
As you may have seen in the dev clash, breaking a truce had no impact on your reputation, so it will now increase your aggressive expansion as well, just like some other games we do.
就像你可能在开发者大战中已经注意到的那样,毁约开战不会影响你的外交声誉,也不会增加你的AE,所以几乎没有惩罚。现在它会影响这两样东西了。
Mercenaries
雇佣兵
Mercenaries, while performing mostly like we intended, where too much of a renewable resource. What we have done is reduce the amount of mercenary companies, and not stack them all in the most heavily populated areas.
雇佣兵机制虽然基本实现了我们想要的效果,但有点太强了。现在我们减少了雇佣兵团数量,并且不再让他们堆积于人口稠密区域。
We also made it so that mercenaries can not be stackwiped, and if they would have been, instead they now charge their disband fee from employer, and leaves his employment.
现在雇佣兵不会被全歼。如果战斗达到了应该使得他们灭编的程度,雇佣兵会收取遣散费,并脱离雇佣。
Mercenaries that are no longer employed and marching back to their home city, will no longer reinforce during the march.
不再被雇佣并返回他们主城的雇佣军在行军途中将不会恢复兵力。
You can no longer recruit mercenaries that have not recovered all their strength.
玩家将无法雇佣没有恢复到满兵力的雇佣军。
Regnal Numbers
重名君主显示
We have added in the functionality for monarchies to use regnal numbers on their rulers. So your 4th Alexander will be “Alexander IV Argead”.
我们为君主制加入了显示为X世的功能。你的第4个叫亚历山大的国王将显示为亚历山大IV。
Assassinations
刺杀
These were a bit powerful, and rather devastating if you played a monarchy or tribe. So in those nations, the military skill of your master of the guard or bodyguard reduces the success chance of that action.
刺杀有点太强了,特别是对于部落和君主制来说。所以在上述两种政体中,卫队长/护卫的军略值会降低刺杀行动的成功率。
Governors
总督
One thing that was completely missed when developing the game, was the aspect of having the governors attribute matter. This obviously needed to be changed, so now finesse skill of governors will impact the output of the cities they govern by 5% for each finesse.
开发游戏时候我们完全忘了的就是应该让总督的能力值产生效果。现在总督的每点智略值会增加治下城市5%产出。
Population Growth
人口增长
Population growth also had a few problems in that we had only one variable to play with. After a lot of discussion and testing we split it up into population capacity, which terrain, technology, civilization level and granaries impact, and population growth, which is impacted by resources and situations like your city being burned to the ground by invading armies.
人口增长机制有许多问题,主要是由于各种修正影响的只有增长率一个变量。经过许多讨论和测试我们决定将变量拆分为由地形,科技,文明度和谷仓决定的“人口容量”,和由资源和是否正被入侵军队劫掠等因素决定的“人口增长率”。
Stability
稳定度
The old stability mechanics were partly legacy from the first PDS game ever made, with a range from -3 to +3, and also one of the most complained usage of power that we had in the game, in that people did not enjoy being able to instantly increase stability if they just had power.
稳定度机制在过去几作游戏中几乎没有变化,一直是从-3到+3的7格变量,使用点数瞬间抬高稳定度的设计也是一直被喷。
First of all stability is now 0-100, and decays towards 50 over time. Of course all events and mechanics changing stability have been adapted to the new range.
现在稳定度改为一个0-100的数值,任何时候都在向中间状态50衰减。所有与稳定度相关的机制和事件都根据新的稳定度数值系统做了调整。
Stabbing a pig costs 100 power, and gives +0.5 stability a month & increased pig-stabbing costs by 50% for 5 years, and this is stackable, so the more pig-stabbing you do, the faster it will increase in that timeframe.
杀猪(祭祀神灵)消耗100宗教点数,每月增加+0.5稳定度,并在未来5年增加杀猪成本50%,而且如在5年内再次杀猪,稳定度增量和杀猪成本惩罚会堆叠。
Threshold for starting wars is a minimum of 10 stability, and you need 10 stability to appoint people to government.
必须要至少10稳定度才能宣战和任命官员。
War-Exhaustion
厌战
In a similar way War-Exhaustion has also been overhauled, in that it is no longer an instant reduction for some power. You now spend power to add an overtime reduction of it, and this can be stacked in a similar vein as pig stabbing.
厌战值也按照类似模式重做了。现在玩家不再花费点数瞬间减少厌战,而是花费点数在一定时间内每月减少一定厌战度,也可以堆叠。
Legitimacy
正统性
When changing Stability and War-Exhaustion, we also took a look at legitimacy, and made it work the same way. Legitimacy is no longer instantly increased from a button press, but a stackable short-term increase you can pay to get.
在修改稳定度和厌战机制的同时我们也用同样的模式修改了正统性机制。现在玩家不再花费点数瞬间增加正统性,而是花费点数在一定时间内每月增加一定正统性,也可以堆叠。
Modding Support
对MOD的支持
One little thing with all these balance changes is that to make them more easily handled, we changed the price-structure we use for lots of actions, to support 4 new values, instead of just gold, powers and manpower.
做出上述修改的同时,我们也把事件行为语句中支持的数值变量增加了4个(过去只有黄金,点数和人力)。
These 4 values are stability, tyranny, war-exhaustion and aggressive expansion. So if you wish for assigning ideas to increase your war-exhaustion in your mod, now you can do it.
这4个新变量是稳定度,暴政度,厌战值和侵略性扩张。如果你想让选择理念增加国家的厌战度,现在这是可实现的了。
![](https://forum.paradoxplaza.com/forum/index.php?attachments/2019_04_29_1-png.475650/)
Stay tuned for next week, when we’ll go deep into how much more fun the naval game will be in 1.1.
请期待下周的日志,届时我们将深入介绍1.1补丁会让海战变得多么有趣。
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