国产精品天干天干,亚洲毛片在线,日韩gay小鲜肉啪啪18禁,女同Gay自慰喷水

歡迎光臨散文網(wǎng) 會(huì)員登陸 & 注冊(cè)

Stellaris開發(fā)日志#252 | 4/28 人工和自動(dòng)智能

2022-05-05 16:13 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Stellaris Dev Diary #252 - Artificial and Automated Intelligence

Offe, Stellaris Coder (Human)


Hello everyone, it is me Offe, one of the Humans working on Stellaris. Today I will bring you an update from the Custodian AI initiative. Before we dive into today's dev diary let's do a quick recap of the AI work that went into the 3.3 patch.

大家吼啊!我是Offe,一個(gè)在Stellaris工作的純正人類。今天我將帶給你們一個(gè)來自守護(hù)者團(tuán)隊(duì)的AI更新計(jì)劃。在我們開始深入今天的開發(fā)日志之前,讓我們先來快速回顧一下在3.3版本號(hào)中推出的AI改進(jìn)。



If you have been following the AI dev diaries you probably know that our main objectives for the 3.3 Libra patch was to improve the economy management of the AI, especially with a mid and late game perspective in mInd. The reason for this was to establish the AI empires as relevant actors beyond the early game and give their interactions with the player more impact.

如果你一直關(guān)注AI開發(fā)日志,那么你就會(huì)發(fā)現(xiàn)我們?cè)?.3版本號(hào)天秤座Libra中的主要目標(biāo)就是改進(jìn)AI的經(jīng)濟(jì)管理能力,特別是游戲的中后期。這樣做的原因是為了讓AI帝國(guó)在除了早期游戲之外也能扮演適當(dāng)?shù)慕巧?,讓他們?cè)诤屯婕一?dòng)的時(shí)候更有影響力。


Following some of the discussions here on our own forums and also on Reddit, my favorite topic has been seeing people react to AI empires suddenly being much stronger in the Galactic Community where they are passing resolutions against the players' will.

在瀏覽我們自己的論壇和Reddit上的一些討論時(shí),我最感興趣的話題是看見玩家們對(duì)AI帝國(guó)突然在星海共同體里變得更加強(qiáng)大的反應(yīng),他們會(huì)通過各種議案來反對(duì)玩家的意愿。


While the AI economy management still has areas which can be improved, we felt satisfied with the changes made in 3.3 to the point where we wanted to move our focus to other areas of the AI.

雖然AI的經(jīng)濟(jì)管理能力還有提升的空間,但我們對(duì)3.3版本號(hào)中的改動(dòng)感到滿意,我們想把更新的重點(diǎn)轉(zhuǎn)移到AI的其他方面。



Goals for 3.4

3.4版本號(hào)的目標(biāo)


As the AI economy improved other areas of the AI started to become more obvious targets for improvement, namely the AI military fleet management and their diplomacy interactions with the player.

當(dāng)AI的經(jīng)濟(jì)系統(tǒng)得到改善之后,AI的其他方面也很明顯需要改進(jìn),也就是AI的軍事艦隊(duì)管理以及他們和玩家之間的外交互動(dòng)。


Military AI behavior changes

AI軍事行為改進(jìn)


First I would like to say that the changes coming to military fleet behavior in 3.4 are mostly bug fixes rAther than improvements on their decision making, so while there should be a very noticeable difference, the work made so far on the fleet behavior will not be as encompassing as the work made for the economy.

首先我要聲明,3.4版本號(hào)中這些即將對(duì)軍艦行為進(jìn)行的改動(dòng),大部分是bug修復(fù)而不是改進(jìn)他們的決策行為。雖說我們應(yīng)該做出一個(gè)很明顯的改動(dòng),但是迄今為止我們?cè)谂炾?duì)行為上面的改動(dòng)將不會(huì)像經(jīng)濟(jì)改動(dòng)那樣影響廣泛。


Let's start with the Elephant in the room: AI splitting their fleets into tiny pieces.

讓我們從一個(gè)棘手的問題開始:AI把他們的艦隊(duì)分成小部。



While there were issues where AI would split their fleets too much, fundamentally this behavior of AI splitting fleets was by design. The AI would allocate just enough fleet power (with a +25% margin) to their objective in order to carry out as many objectives as possible. The main issue came from the amount of low fleet power targets such as unupgraded starbases which caused the AI to frequently split their fleets into 1000~ fleet power pieces.

雖然存在著AI將艦隊(duì)分得過于散開的問題,但是從根本上來說,這種AI分散艦隊(duì)的行為是有意設(shè)計(jì)好的。為了能盡可能地處理更多的目標(biāo),AI會(huì)分配正好足夠的艦隊(duì)實(shí)力給他們的目標(biāo)(上限是超過對(duì)方艦隊(duì)的25%)。主要的問題來自于大量的低艦隊(duì)實(shí)力目標(biāo),比如未升級(jí)的恒星基地,這使得AI經(jīng)常把他們的艦隊(duì)分成大約一千份。


In theory this approach is quite good, however, the main two main issues with this approach are that the player can easily just take one of their bigger fleets to go around and defeat the AI's smaller fleets one by one which makes the AI somewhat incompetent, as well as that this playstyle from the AI can be quite frustrating to play against.

在理論上來說這種方法是很不錯(cuò)的,但是這個(gè)方案有兩個(gè)主要的問題,即玩家可以輕松地用他們強(qiáng)大的艦隊(duì)游走來一個(gè)一個(gè)擊敗AI更弱小的艦隊(duì),AI對(duì)這種行為無能為力,同時(shí)對(duì)抗AI的這種玩法會(huì)有點(diǎn)讓人疲勞。


In 3.4 the AI will aim to have full fleets as their smallest unit to carry out military objectives, AI will actively try and merge all possible fleets during peacetime and the AI will during a war try and merge two nearby fleets when possible.

在3.4版本號(hào)中,AI將會(huì)把完整的艦隊(duì)作為處理軍事目標(biāo)的最小單位。AI在和平時(shí)期將會(huì)更加積極地嘗試合并所有艦隊(duì),而且在戰(zhàn)爭(zhēng)時(shí)期AI將會(huì)嘗試合并兩個(gè)相鄰的艦隊(duì)。


Cycling Fleet Orders

艦隊(duì)指令循環(huán)


After having made the AI fill up their fleets, the next issue to tackle was AI fleet order cycling where the fleets get stuck alternating between two orders indefinitely. One coMmon cause for this was when the AI assigned several fleets to carry out an objective together, the fleets would try and regroup with each other by moving to the system of the other fleets causing them to switch places over and over.

在使AI補(bǔ)滿他們的艦隊(duì)之后,接下來的問題就是如何處理AI艦隊(duì)的指令循環(huán),目前艦隊(duì)會(huì)一直被卡在兩個(gè)交替的指令之間。一個(gè)常見的造成這種問題的原因是,當(dāng)AI分配幾個(gè)艦隊(duì)同時(shí)去處理一個(gè)目標(biāo)時(shí),這些船會(huì)通過移動(dòng)到其他星系中來嘗試重組,這使得他們不斷地互相交換位置。



Take Point

跟隨艦隊(duì)


In 3.3 we made the AI obey the Take Point behavior again, but it didn't work quite as well as we wanted. For example allied AI fleets would sometimes follow the players fleets when they shouldn't. There were also issues where the AI would suddenly change their mind and stop following the player, and they would also not always follow the player with all their fleets.

在3.3版本號(hào)中,我們?cè)俅巫孉I遵守跟隨艦隊(duì)行為,但是效果并不如我們預(yù)期的那么好。舉例來說友方的艦隊(duì)有時(shí)會(huì)在不必要的情況下跟隨玩家的艦隊(duì)。還有另一個(gè)問題是在某些情況下AI會(huì)突然改變主意停止跟隨玩家,同時(shí)他們也不會(huì)一直跟隨玩家艦隊(duì)。


AI Allied Wars

AI盟友的戰(zhàn)爭(zhēng)


During a war with several involved AI Empires on the same side, one of the AIs will be considered leading the war (may be different from diplomatic war leader) and the other AIs will put their fleets to follow the "AI warleader". This suffered from a similar issue as previously mentioned where the AI fleets which were supposed to follow would change their mind too often and never reach their intended target.

在一場(chǎng)涉及好幾個(gè)站在同一邊的AI帝國(guó)的戰(zhàn)爭(zhēng)中,其中一個(gè)AI會(huì)被認(rèn)定來領(lǐng)導(dǎo)這場(chǎng)戰(zhàn)爭(zhēng)(可能與外交方面的戰(zhàn)爭(zhēng)領(lǐng)導(dǎo)者不同),同時(shí)其他的AI會(huì)讓他們的艦隊(duì)跟隨這個(gè)“AI領(lǐng)軍”。這就會(huì)造成一個(gè)此前提到過的問題,即那些本應(yīng)跟隨的AI艦隊(duì)會(huì)過于頻繁地改變主意,然后導(dǎo)致永遠(yuǎn)都達(dá)不成既定目標(biāo)。


AI Outside Diplomatic War

AI在外交戰(zhàn)爭(zhēng)之外


In 3.4 we are adding an AI war state which becomes activated when the AI fights a mid or late game crisis, this state of war will continue until the crisis has been defeated. This means that AI will now enable their normal war beHavior against targets like the Great Khan even though they do not have a diplomatic war if they or any of their allies get attacked.

在3.4版本號(hào)中,我們添加了一個(gè)新的AI戰(zhàn)爭(zhēng)狀態(tài),這個(gè)戰(zhàn)爭(zhēng)狀態(tài)會(huì)在AI對(duì)抗一個(gè)游戲中期或者后期天災(zāi)時(shí)啟動(dòng),直到天災(zāi)被打敗為止。這意味著,AI現(xiàn)在會(huì)使用正常的戰(zhàn)爭(zhēng)行為來對(duì)抗類似大可汗這種目標(biāo),哪怕他們或他們的盟友受到攻擊時(shí)沒有處于外交戰(zhàn)爭(zhēng)狀態(tài)下。


This has many side effects, for example:

這將會(huì)有幾個(gè)方面的影響,比如:


- AI empires should now obey the players Take Point if the player is fighting a crisis
- 現(xiàn)在當(dāng)玩家在對(duì)抗天災(zāi)時(shí),AI帝國(guó)會(huì)遵循玩家的跟隨艦隊(duì)指令。

- Allied AI empires should now help each other fight crises when one of them are attacked
- 當(dāng)互相結(jié)盟的AI帝國(guó)中的一個(gè)遭到天災(zāi)攻擊時(shí),他們會(huì)互相幫助來對(duì)抗天災(zāi)。

- AI empires will now seek out and destroy systems controlled by crisis empires et cetera.
- AI帝國(guó)現(xiàn)在會(huì)主動(dòng)搜尋并摧毀被天災(zāi)帝國(guó)等所控制的星系。


We also addressed the issue where an AI empire would fight a neutral target such as a leviathan during an ongoing war.

我們同時(shí)還處理了AI帝國(guó)在戰(zhàn)爭(zhēng)中會(huì)攻擊中立目標(biāo)例如星神獸的問題。


AI War Preparation

AI戰(zhàn)爭(zhēng)準(zhǔn)備


In 3.4 we are adding a state of war preparation for the AI which they will enter when they would have immediately declared war in 3.3. During this phase the AI will gather their available fleets and move them towards the border of their target.

3.4版本號(hào)中,我們會(huì)給AI增加一個(gè)戰(zhàn)爭(zhēng)準(zhǔn)備狀態(tài),同樣情況下AI在3.3版本號(hào)中則會(huì)立即宣戰(zhàn)。在該階段AI會(huì)集結(jié)可用的艦隊(duì)并將他們移動(dòng)至目標(biāo)國(guó)的邊境上。


If you have enough military intel you will be notified via an alert that hell is about to break loose and depending on how much intel you have you will get a more accurate estimation on when the AI will strike.

如果你有足夠的軍事情報(bào),就會(huì)有警報(bào)告訴你大的要來了,而你得到的AI進(jìn)攻時(shí)間預(yù)估能有多準(zhǔn)確則取決于你有多少情報(bào)。


戰(zhàn)爭(zhēng)準(zhǔn)備
有國(guó)家正在準(zhǔn)備對(duì)我們開戰(zhàn)
Necroid正準(zhǔn)備對(duì)我們開戰(zhàn),我們的情報(bào)指出他們會(huì)在2251.05.13或更早對(duì)我們發(fā)動(dòng)攻擊。



AI Diplomacy

AI外交


Now that we have covered military changes coming in 3.4 lets go over the diplomacy changes

現(xiàn)在我們說完了3.4版本號(hào)中軍事方面的改動(dòng),那就來講一講外交方面的。


Federation AI changes

聯(lián)邦A(yù)I改動(dòng)


One of the biggest complaints regarding being in a Federation with the AI has been the unrelenting bombardment of proposals of changing the same federation law over and over again. Often resulting in AI empires stacking the negative opinion modifier on themselves and eventually leaving the federation altogether.

和AI在一個(gè)聯(lián)邦里的時(shí)候,玩家最大的抱怨之一就是,AI會(huì)一遍又一遍對(duì)著同一個(gè)聯(lián)邦法律瘋狂提出議案。這通常會(huì)導(dǎo)致AI國(guó)家自己積累起負(fù)面評(píng)價(jià)修正,最后直接離開聯(lián)邦。


In 3.4 we are introducing a 10 year AI vote cooldown for each law category. So let’s randomly select a federation law to use as an example: Free Migration. When an AI proposes to change the law of Free Migration then it will add a 10 year AI only cooldown which is shared between all AI federation members. This means that each time Free Migration gets voted down it will now take at least 10 years before it is proposed again.

3.4版本號(hào)中,我們將在每個(gè)法律類別中引入一個(gè)10年的AI投票冷卻。讓我們隨便選一個(gè)聯(lián)邦法律來當(dāng)作案例吧:自由移民。當(dāng)一個(gè)AI提出了修改自由移民的法律之后,就會(huì)給所有AI聯(lián)邦成員增加一個(gè)僅適用于AI的10年冷卻。這意味著每次自由移民法律沒有通過之后,至少需要再經(jīng)過10年才能再次提出該議案。


Coincidentally this also fixes an exploit that the player could use against AI federations where the player would repeatedly ask to initiate a vote to invite the player into the AI federation. This allowed the player to repeatedly stack the negative opinion modifiers between the AI federation members causing their federation to break apart.

巧合的是,這還能修復(fù)玩家用來對(duì)付AI聯(lián)邦的一個(gè)辦法,也就是玩家反復(fù)提出一個(gè)邀請(qǐng)玩家加入AI聯(lián)邦的投票。這會(huì)讓玩家快速在AI聯(lián)邦成員之間積累起負(fù)面評(píng)價(jià)修正,從而導(dǎo)致他們的聯(lián)邦四分五裂。


Envoys

特使


Another common complaint regarding AI federations is how the AI would often not put any envoys into the federation. This was a symptom of a bigger problem which was the overall AI envoy usage.

另一個(gè)對(duì)于AI聯(lián)邦常見的抱怨是,AI通常不會(huì)派遣特使到聯(lián)邦內(nèi)。這其實(shí)是AI特使整體使用狀況這一更大問題的癥狀之一。


The AI empires would frequently reassign their envoys to the same task, knocking out the envoy who was already assigned to it and starting the reassign cooldown. As a result the AI would often have all but one of their envoys on cooldown and not assigned to any task.

AI國(guó)家會(huì)經(jīng)常重新指派特使到同一個(gè)任務(wù)上,把原來干這個(gè)任務(wù)的特使換下來并進(jìn)入重新指派冷卻。結(jié)果就是,AI的特使除了某一個(gè)之外都在冷卻,什么活也干不了。


In 3.4 the AIs should be able to handle their envoys in a much more appropriate manner, both in terms of Federation and Galactic Community assignment as well as other diplomatic actions and espionage operations.

在3.4版本號(hào)中,AI會(huì)能夠以更加合適的方式處理他們的特使,不僅包括指派到聯(lián)邦和星海共同體,也包括了其他外交行動(dòng)和間諜行動(dòng)。


Galactic Community Changes

星海共同體改動(dòng)


While AI voting for seemingly completely irrelevant resolutions in the Galactic Community gave it a sense of uncomfortable realism there were a few issues that stood out to us:

雖然AI在星海共同體里給完全不相干的議案投票給人一種不太舒服的現(xiàn)實(shí)感,但確實(shí)有一些問題突顯了出來。


AI would sometimes propose resolutions that were completely against their core beliefs, for example, a slaver empire would sometimes propose to ban organic slave trading. This was due to a missing willingness check when AI would propose resolutions, so they AI would propose the resolution they liked the most but wouldn't check if they liked it enough to be worth proposing in the first place.

AI有時(shí)會(huì)提出完全與他們的核心信條相背的議案,比如一個(gè)奴隸制國(guó)家有時(shí)會(huì)提出禁止有機(jī)體奴隸貿(mào)易。這是因?yàn)槿笔Я艘粋€(gè)AI什么時(shí)候會(huì)提出議案的意愿檢查,所以那些AI會(huì)提出他們最喜歡的議案,但不會(huì)檢查他們是否喜歡到了一開始就值得提出這個(gè)議案的程度。


The AI was explicitly forbidden to withdraw their proposed resolution, while most of the time this does not make sense, there are situations where this may be the best course of action. For example, the AI may propose to reduce the council size but by the time the resolution is about to enter the floor their diplomatic weight has been reduced to the point where they would propose themselves out of the council.

AI被明確禁止撤回他們提出的議案,而大多數(shù)時(shí)候這根本沒道理,因?yàn)橛性S多情況下這才是最合理的行動(dòng)。比如,AI可能會(huì)提出削減理事會(huì)成員數(shù)的議案,但是在表決之前,他們的外交權(quán)重已經(jīng)降低到了會(huì)把他們自己弄出理事會(huì)的地步。


Similarly the AI was also forbidden from opposing their own resolution, but the above situation could happen in a similar way where, for example, the player would enact the Emergency Measure to move the resolution to the floor before the AI has time to withdraw their resolution. In that situation it would make sense for the AI to oppose their own proposed resolution.

類似的,AI也被禁止反對(duì)自己的議案,但是上面提到的情況也可能會(huì)發(fā)生,比如,玩家實(shí)行了緊急措施,在AI有時(shí)間撤回他們的議案之前開始對(duì)議案進(jìn)行表決。在這種情況下,AI反對(duì)自己提出的議案也是非常合理的。


Additionally if you have enough intel on the AI you will now be able to see why they are voting the way they do in the Galactic Community. While this tooltip was already quite big, I knew I could make it even bigger.

另外,如果你對(duì)于AI的情報(bào)很充足,你就可以看到他們?yōu)槭裁磿?huì)在星海共同體中這樣投票。雖然這個(gè)提示框已經(jīng)很大了,但我知道它還能更大一些。



Planet and Sector Automation

行星和星區(qū)自動(dòng)化


While planet and sector automation isn't necessarily AI, we have seen a lot of requests for previous AI improvements to also be available for the player. And even though the planet/sector automation uses a different system than the AI's economy system we still felt that improving this would hopefully add a lot of quality of life value to our players.

雖說行星和星區(qū)自動(dòng)化其實(shí)并不算AI,但我們也看到了讓玩家也能用許多之前的AI改進(jìn)的請(qǐng)求。盡管這些行星/星區(qū)自動(dòng)化用了和AI的經(jīng)濟(jì)系統(tǒng)不一樣的系統(tǒng),我們還是覺得改進(jìn)這個(gè)方面可以大幅改善我們玩家的游戲體驗(yàn)。


The design philosophy for the new automation system is that "most players will be able to use some parts of it". So the intention is not that all players will always use this and that it will be able to satisfy all players, rather that hopefully everyone will find something that they feel is worth using.

新的自動(dòng)化系統(tǒng)的設(shè)計(jì)思路是“大部分玩家都能用得上一部分系統(tǒng)”。也就是說目的不是讓所有玩家都會(huì)一直用這個(gè),還能讓所有玩家都滿意,而是希望大家都能從中找到一些他們覺得能用得上的東西。



So how does it work? In 3.4 the planet automation will have an additional settings UI where players can toggle components on/off for each planet individually as well as setting default values for newly colonized planets.

所以這是怎么實(shí)現(xiàn)的呢?在3.4版本號(hào)中,行星自動(dòng)建造將會(huì)有一個(gè)額外的設(shè)置UI界面,用來給玩家單獨(dú)調(diào)整每一個(gè)星球的組件開關(guān),同時(shí)為新殖民地設(shè)置默認(rèn)值。


The most impactful setting is this one, the Designation

最有影響的設(shè)置是這個(gè),行星規(guī)劃類型!



This will cause the planet to build new jobs in accordance with the designation when there are no free jobs available. This setting is now much more restrictive in regards to what is considered to be in accordance with the designation, for example, enabling this for a mining designation will only construct the mining districts and the mineral purification plant and nothing else.

這將允許行星在沒有空閑工作崗位時(shí)根據(jù)要求建造對(duì)應(yīng)的新崗位。這個(gè)設(shè)置現(xiàn)在將會(huì)幾乎完全遵循被指定的行星規(guī)劃類型,例如,在采礦星球上啟用它將會(huì)在行星上僅建造新的采礦區(qū)劃和礦物精煉廠。


The other settings are:

其它的設(shè)置有:


- Amenities: Build new amenities buildings and also micromanage the priority of amenity producing jobs to minimize unnecessary amenity jobs by using the same system as the AI has been using since 3.3.
- 舒適度:建造新的舒適度建筑,并且通過使用3.3版本號(hào)開始使用的與AI相同的系統(tǒng),最小化非必需的舒適度崗位,來對(duì)提供舒適度的工作的優(yōu)先度進(jìn)行微觀管理。

- Rare resources: Build new rare resource producing buildings to target a +3 monthly income of all rare resources. Additionally this will now take into consideration empire wide buildings in the building queue and only build one building at a time.
- 稀有資源:建造稀有資源產(chǎn)出,目標(biāo)是達(dá)到全稀有資源月度產(chǎn)出為+3。這將考慮全國(guó)范圍的建筑序列,在同一時(shí)間內(nèi)只會(huì)建造一個(gè)此類建筑。

- Pop assembly: Build spawning pools, cloning vats, robot assembly et cetera.
- 人口組裝:建造孵化池、克隆艙、組裝廠之類的建筑。

- Housing: Construct additional housing, either districts or building when needed.
- 住房:建造額外住房,在需要時(shí)建造區(qū)劃或建筑。

- Building slots: Automatically build a new housing district for the +1 building slot whenever there are no free building slots, especially useful to enable on automated planets like Science designation since they require many building slots.
- 建筑槽:當(dāng)無空閑建筑槽時(shí),自動(dòng)建造新的住房區(qū)劃,在需要很多建筑槽的科研類型星球上開自動(dòng)建造很有用。

- Crime: Build new crime prevention buildings when crime reaches dangerous levels.
- 犯罪度:當(dāng)犯罪度到達(dá)危險(xiǎn)的程度時(shí)建造阻止犯罪的建筑重拳出擊。

- Clear blockers: Automatically clear blockers when it is preventing construction of new districts.
- 清理障礙:當(dāng)障礙阻礙建造新的區(qū)劃時(shí)自動(dòng)清除障礙。

- Posthumous Employment: Builds the Posthumous Employment Center on planets with raw resource focus.
- 死后就業(yè):在注重原材料的行星上建造死后就業(yè)中心。

- Psi Corps: Build the Psi Corps building on all planets when possible.
- 靈能軍團(tuán):條件允許下,在所有星球上建造靈能軍團(tuán)。


The Designation automation setting is extra careful to not overbuild buildings whereas the other settings will build buildings even when there is no need for additional jobs.

按行星規(guī)劃類型進(jìn)行自動(dòng)建造將會(huì)極度謹(jǐn)慎,以避免過度建造建筑,而其它的設(shè)置將會(huì)在無額外崗位需求時(shí)建造建筑。


All the automations except the Amenity automation (uses AI behavior in code) are fully scriptable for anyone interested in making their own automation mod, the files are found in:

除了使用AI行為的舒適度自動(dòng)建造,所有的自動(dòng)建造代碼都對(duì)任何想做自動(dòng)建造mod的人完全開放,文件在下面的文件夾中。

game\common\colony_automation

game\common\colony_automation_exceptions


Sector Automation

星區(qū)自動(dòng)建造


Sector automation is now a system built on top of the planet automation. Setting the sector focus will now change which designations planets will select when they are using the “automatic designation selection” in order to make them respect the sector automation.

星區(qū)自動(dòng)建造現(xiàn)在是一個(gè)在行星自動(dòng)建造上層的系統(tǒng)。設(shè)置星區(qū)焦點(diǎn),現(xiàn)在將會(huì)在行星使用“自動(dòng)選擇行星規(guī)劃類型”時(shí)改變行星選擇的規(guī)劃類型,以使行星服從星區(qū)自動(dòng)建造。



Additionally there is now a Unity focus available for sector automation since Unity is now more important after the 3.3 patch, together with new Unity automation for planets to go along with it.

在3.3版本號(hào)更新后,凝聚力更加重要了,所以現(xiàn)在的星區(qū)設(shè)置額外有一個(gè)凝聚力焦點(diǎn)。



The requirement to have an upgraded capital building in order to construct Research labs and rare resource producing buildings has now been removed in order to make the planet automatioNs function properly for newly founded colonies with these designations.

以前建造研究實(shí)驗(yàn)室和稀有資源建筑,前置要求有一個(gè)升級(jí)過的行星首府,現(xiàn)在不用了,因?yàn)橐苊庑行亲詣?dòng)建造出錯(cuò)。


We have also added several missing designations to different planet types in order to allow for more automation, for example, Ring World can now use factory/forge world designation and Hive Worlds can now use the fortress designation.

我們同時(shí)為不同的行星類型添加了一些以前沒有的行星規(guī)劃類型,來允許使用更多的自動(dòng)建造,比如,環(huán)形世界現(xiàn)在可以使用工廠/鍛造世界的規(guī)劃類型,同時(shí)蜂巢世界現(xiàn)在可以使用堡壘世界的規(guī)劃類型。


And that's it for today's dev diary. As always if you have any questions feel free to post them below and I will do my best to answer them all.

差不多今天的講完了。還有什么問題可以在下面留言,我盡量挨個(gè)回復(fù)。


Lastly, I am sad to say that my designated time on the Custodian team has already been over for a while now, which means that this will be the last AI dev diary from me. But the AI initiative lives on and next time there is an AI update you may get the chance to meet a new Human. Again I want to say a special thank you to all the community members who have engaged in meaningful discussions regarding the AI improvements in the past months and tirelessly reporting the AI issues on the bug forum.

最后,我很遺憾地宣布,我在守護(hù)者團(tuán)隊(duì)的工作已經(jīng)結(jié)束一段時(shí)間了,這意味著這是最后一篇來自于我的關(guān)于AI的開發(fā)日志。但是AI改進(jìn)還會(huì)繼續(xù),然后下次會(huì)換個(gè)人來講AI改進(jìn)。我想再次特別感謝所有參與有關(guān)AI改進(jìn)的有意義討論的社區(qū)成員,他們過去幾個(gè)月不知疲倦在論壇反饋AI問題。


Thank you!

感謝您的閱讀!



Subterranean

地下帝國(guó)


Hi! Eladrin tagging back in for a bit.

大家好!我Eladrin回來辣。



This week Nivarias revealed the Subterranean origin. Tunneling underground is a bit more expensive than building on the surface, but has its advantages, especially when a hostile force attempts to bombard your cities.

這個(gè)星期Nivarias展示了地下帝國(guó)起源。地下隧道比地表建筑更昂貴,但是有它的好處,尤其是當(dāng)你面臨敵對(duì)艦隊(duì)的駭人轟炸。


Lithoids are unaffected by the growth speed penalty.
似石族不受人口增長(zhǎng)懲罰。


The primary species of a Subterranean empire gains the Cave Dweller trait, granting additional mineral production at the cost of pop growth and empire size from pops, as well as a new Minimum Habitability trait. Cave-Dwelling pops are well sheltered from the environment on the surface, and treat any habitable planets below 50% habitability as if they were 50%.

地下帝國(guó)的主要物種獲得穴居者特性,以人口增速和人口的帝國(guó)規(guī)模為代價(jià)提供額外礦物產(chǎn)出和最低宜居度特性,穴居人口很好保護(hù)了地表環(huán)境,并且將所有宜居性低于50%的星球視為50%。


I am a dwarf and I'm digging a hole.
我是個(gè)矮人,我在掘洞。


Living underground, Subterranean empires have a unique city set that replaces the normal view on planets.

因?yàn)榫幼≡诘叵?,地下帝?guó)有著獨(dú)特的城市設(shè)定,替代了常規(guī)的行星視圖。


Are you the king of the mountain?
你就是群山之王嗎?


One of the achievements revealed last week, named Underlord, has to do with answering the question "Is it possible to dig too deep?"

上周有個(gè)被展示的成就,叫地底之主Underlord,回答了“挖這么深,這河里嗎”



Next Week

下周


Well look at the time, we're coming right up to the release of Overlord, aren’t we?

看看時(shí)間,馬上就要發(fā)售四海皆臣Overlord了,對(duì)吧?


The Stellaris 3.4 "Cepheus" patch notes will be coming next week, alongside details of the Progenitor Hive origin. After the patch notes, join us on the Official Stellaris Discord for a Dev Q&A, starting Thursday at 1700 CEST!

Stellaris的3.4版本號(hào)“仙王座Cepheus”補(bǔ)丁附記就在下周,包含了蜂群始祖起源的具體內(nèi)容。補(bǔ)丁附記發(fā)布后,可以在周四1700CEST加入我們的官方Discord參加開發(fā)組問答!



翻譯:瘋狂的新兵 AntiAccess 枸杞泡闊落

校對(duì):一水戰(zhàn)阿部熊 三等文官猹中堂


歡迎關(guān)注UP主和主播小牧Phenix!

歡迎關(guān)注牧游社微信公眾號(hào)和知乎專欄!微信公眾號(hào)改版為信息流,歡迎【置頂訂閱】不迷路,即時(shí)獲得推送消息!

B站在關(guān)注分組中設(shè)置為【特別關(guān)注】,將會(huì)在私信內(nèi)及時(shí)收到視頻和專欄投稿的推送!

歡迎加入牧有漢化, 致力于為玩家社群提供優(yōu)質(zhì)內(nèi)容!組員急切募集中!測(cè)試群組822400145!??

本作品英文原文著作權(quán)屬Paradox interactive AB所有,中文譯文著作權(quán)屬牧有漢化所有。?

Stellaris開發(fā)日志#252 | 4/28 人工和自動(dòng)智能的評(píng)論 (共 條)

分享到微博請(qǐng)遵守國(guó)家法律
大同市| 镇坪县| 两当县| 湘潭县| 开远市| 阳东县| 德清县| 辽阳市| 富平县| 那坡县| 桐乡市| 河池市| 萨迦县| 禹城市| 黄骅市| 凤凰县| 突泉县| 潮州市| 闻喜县| 揭阳市| 贡山| 瑞金市| 丰宁| 南安市| 西和县| 阳城县| 平顶山市| 房产| 庆元县| 井研县| 大同县| 佛学| 溧水县| 兴文县| 酉阳| 公主岭市| 平阳县| 上饶县| 民权县| 合山市| 喜德县|