找回密码
 注册
X系列官方授权正版
搜索
查看: 5382|回复: 4

[分享] 群星开发日记

[复制链接]
发表于 2017-1-18 22:52:11 | 显示全部楼层 |阅读模式

Hello everyone and welcome to another Stellaris development diary. Today we'll be talking about a feature that was hinted at in last dev diary, Ascension Perks. Ascension Perks are related to the Traditions and Unity system, but is a paid feature in the (unannounced) expansion accompanying the 1.5 'Banks' update, rather than a part of the update itself. Those without the expansion will get full access to the Traditions and Unity features, but not to the Ascension Perks themselves.

Ascension Perks
The idea behind the Ascension Perks is to provide more unique unlockable features for Empires, and to provide the player with the ability to determine an 'endgame' for their species: What their empire is striving towards. Perhaps your goal is to go all-in on AI, replacing the frail biological bodies of your pops with immortal machines, or to harness the psionic potential of your species and reach a higher form of existence, allowing your empire to tap into other planes of being? All these and more are covered by the Ascension Perk system.


Each time you complete a Tradition tree, you will unlock one Ascension Perk slot, of which there are 8 in total. There may also be other ways to unlock slots, such as from certain rare technologies or as a reward for a particular event chain. This slot can then be filled with any of the Ascension Perks available to you. The final number of perks is not yet set down, but there are currently more than 20 and there will likely be more added. Ascension Perks have pre-requisites, which can for example be a particular technology or tradition, a certain number of Ascension Perk slots to be unlocked, or a specific ethos or government type. Some Ascension Perks are one-offs that simply provide a bonus to a particular area of your empire: For example, a bonus to border range, or cheaper terraforming. Others unlock new features, such as the ability to construct new types of space structures (more on in later dev diaries).

Finally there are the three 'Species Endgame' paths: The biological path, the spiritual path and the synthetic path. These three paths each consist of two perks, the first of which unlocks access to the second once a number of other pre-requisites have been met. The paths are mutually exclusive, and once you start heading down one of them, the other two are locked off.
The Biological Path focuses on mastery over biological evolution. The first level of it gives access to more gene points and significantly cuts the cost of genemodding projects, while the second level expands the options available during genemodding in addition to further providing more points and less cost.
The Psionic Path focuses on developing the psionic potential of your population. The first level unlocks new psionic technologies and benefits, while the second level allows your empire to reach a higher level of existance and communicate with the beings present there.
The Synthetic Path focuses on the replacement of biology with machinery. The first level allows you to turn your population partly synthetic through the use of cybernetics, while the second level replaces your biological pops with robots, turning your empire entirely synthetic.


That's all for today! Next week we'll be talking about the concept of species rights and obligations.
翻译:
大家好,欢迎来到另一个Stellaris开发日记。今天我们将讨论一个功能,是暗示在去年dev日记,提升津贴。提升福利有关传统和统一的系统,而是一个支付bu'f(突然)扩张伴随着1.5”银行的更新,而不是更新本身的一部分。那些没有扩张将会对传统的完全访问权和统一的特性,而不是提升福利本身。
提升福利
提升福利背后的想法是提供更多独特的游戏功能,为帝国,并提供有能力的玩家确定一个“结局”的物种:他们的帝国而奋斗。也许你的目标是去压在了AI,取代你的持久性有机污染物的生物身体虚弱的不朽的机器,或者利用你的灵能潜在的物种和达到一个更高的存在形式,让你的帝国利用其他飞机的吗?所有这些和更多的被提升福利系统。每次完成一个传统树,您将开启一个提升活跃槽,总共有8个。可能还有其他方法来解锁槽,如某些罕见的技术或特定事件链的奖赏。这个位置可以装满任何提升的特权。福利的最终数量还没有放下,但目前有20多个,可能会有更多补充道。提升福利的必备条件,例如可以是特定的技术或传统,一定数量的提升活跃时段解锁,或者一个特定的精神或政府类型。一些提升福利是一次性的,只是提供一个附加特定区域的帝国:例如,奖金边界范围,或者更便宜的土地改造。其他解锁新特性,比如构建新型的空间结构(稍后将详细介绍在dev日记)。
最后有三种结局的道路:生物路径,精神路径和合成路径。这三种路径都包含两个福利,第一个打开一次访问第二数量的其他前提条件已经满足。路径是互斥的,一旦你开始朝着其中一个,其他两个都是锁着的。
重点是掌握生物进化的生物路径。它给访问更多基因的第一级分和大幅削减genemodding项目的成本,而第二个水平扩展选项在genemodding除了进一步提供更多的点,减少成本。
灵能的路径侧重于发展的灵能潜在的人口。第一级解锁新的灵能技术和好处,而第二个级别允许你的帝国达到更高层次的存在和与人沟通。
的生物合成路径侧重于更换机器。第一级允许你把你的人口部分合成通过使用控制论,而第二个水平与机器人取代你的生物出现,把你的帝国完全合成。
今天就到这儿了!下周我们将讨论物种权利和义务的概念。

本帖子中包含更多资源

您需要 登录 才可以下载或查看,没有账号?注册

×
发表于 2017-1-19 08:39:58 | 显示全部楼层
我只想问下,中文版能跟进吗。
回复

使用道具 举报

 楼主| 发表于 2017-1-19 11:57:55 | 显示全部楼层
bbgun 发表于 2017-1-19 08:39
我只想问下,中文版能跟进吗。

可能在1.5加入,毕竟民间汉化打了p社的脸
回复

使用道具 举报

发表于 2017-3-1 00:44:30 | 显示全部楼层
这是用软件翻译的吧?压根儿看不懂(#-.-)
回复

使用道具 举报

发表于 2017-4-8 21:16:18 | 显示全部楼层
英文版玩着先,等汉化之后再仔细玩。有些随机事件挺有趣的。
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 注册

本版积分规则

关闭

站长推荐上一条 /1 下一条

Archiver|手机版|小黑屋|DeepTimes.NET 太空游戏站