Changes as of June 01, 2018 by Alex in Forum Announcements
Translated at June 01, 2018 by Jn_xyp, 陌鸢
于2018年6月1日翻译,译者:Jn_xyp,陌鸢
Campaign 生涯模式
Colony building:
殖民地建设:
Player can establish a colony on a planet they've surveyed
玩家可以在他们已探索的星球上建立殖民地
Requires crew, machinery, and supplies
(建设殖民地)需要船员,重型机械和补给
Can change the planet's name, either when colony is established or at any point later on
可以在殖民地建立后任意更改行星名称
Can build "Industries" and "Structures" (same thing, mechanically) at a colony
可以在殖民地建设“工业设施”和“结构”(实际上是一样的)
Some example ones 一些可以建造的东西:
Mining
矿场
Farming
农场
Spaceport
星港
Heavy Industry
重工业(造船)
Orbital stations (of several varieties)
轨道站(包含多种)
Military Base
军事基地
Tech-Mining
科研机构
... and a number of other ones
...以及其他许多类型
Some industries can be upgraded, i.e. "Patrol HQ" -> "Military Base", or "Heavy Industry" -> "Orbital Works"
一些工业设施可以被升级,例如“巡逻站”->“军事基地”,“重工工厂”->“轨道工业”
Most industries are known from the start, but a few more exotic ones can be learned
大部分工业设施在游戏开始就可用,但还有一些特殊的设施需要学习才成建造
Can set a "stockpiling level" for a colony to have it build up extra resources the player can take
可以为殖民地设定一个“储备等级”,以令殖民地为玩家生产更多可用的资源
Stockpiling costs credits, but somewhat less than the base cost of the commodities
虽然进行资源储备需要花费资金,但仍然比市面上的商品的基础价格更加实惠
Stockpiles will be used to counter temporary shortages
资源储备将会被用以应对暂时性的资源短缺
Player colonies have a "local resources" submarket where they can take from, or add to, stockpiles. There's a "storage" submarket for resources that must remain untouched.
UI is updated based on the current state of missions and such
用户界面将会根据当前的任务状态而改变
Can accept and abandon certain missions directly from the intel screen
可以直接在此同意或放弃任务(无需前往星球或空间站)
Can flag pieces of intel as "important"
可以将某些信息标记为“重要”
Intel is now "live" and does not require a new message for the information displayed to change
现在此界面上显示的信息是“实时”的,也就是说已有信息的改变将不会显示为一条新的信息
Person bounties:
个人悬赏:
Will now pay out and increase reputation when hostile or worse with offering faction
完成敌对势力的任务将会得到赏金并提高与该势力的关系。
Information given re: where to find target now includes constellation and some planet/star system type hints, but no actual star system unless it's a lone star
Will now pay out and increase reputation when hostile or worse with offering faction
完成敌对势力的任务将会得到赏金并提高与该势力的关系。
Most likely in systems containing markets hostile to each other
更容易出现在同时存在敌对势力市场的星系
Faction commissions:
势力雇佣:
Have to talk to a high-ranking faction official to get one
必须与该势力高级别的官员进行交流以建立雇佣关系
Pays a level-based monthly stipend in addition to a small bounty for enemy ships
佣金包括根据等级发放的月度补贴和摧毁敌对势力舰船获得的少量赏金
Partially restores standing with other factions as hostility status changes
当(所在势力)与其他势力的敌对状态改变时,部分地恢复与其他势力的关系
Can be resigned; smaller reputation penalty if in person
可以辞职;如果亲自递交辞呈将会减少因此造成的关系下降
Restores standing with factions that became hostile as a result of holding the commission
(辞职)将会结束与其它势力因雇佣行为而造成的敌对
Faction hostilities: fixed various issues re: hostilities properly ending and total number/frequency
势力敌对:修复多个问题,调整敌对结束的方式和(关系改变的)次数和频率
Last for at least 6 months, and rarely more than a full cycle
(敌对)持续至少6个月,但很少超过一年
Hostilities between Hegemony-TriTachyon and other starting hostilities between major factions (i.e. not pirates/pathers) are no longer permanent
主要势力在游戏开局时的敌对(例如霸主和速子之间的敌对,不包括海盗或任务舰队)不再是永久的了
Smugglers now have a low reputation impact if attacked, i.e. won't turn entire faction instantly hostile
现在攻击(其他势力的)走私者只会产生相对较小的敌对影响,不会立刻与其整个实力进入敌对状态
Chance to have advance intel about departures of trade fleets/smugglers, including timeframe and cargo
有机会提前了解到贸易或走私舰队的到达和离境情况,包括具体的时间和所携带的货物
Changed options for colony interaction
更改了(玩家)与殖民地间的互动选项
Can open all core UI tabs with corresponding shortcut instead of just a subset
现在可以通过相应的快捷键展开所有的核心UI标签,而不是仅仅其中一个子菜单
Added "visit dockside bar" option; details are WIP
添加了“去码头边上逛一圈”选项,具体细节待定
Added "Consider your military options" option; sub-menu allows player to attack orbital station
添加了“考虑你的军事选择”选项,其子菜单允许玩家攻击轨道站
Will also contain a few TBD mechanics re: planet-based military actions
将会包括一些目前待定的机制,比如关于对于星球的军事行动
Dropping cargo pods may now distract pirate fleets; duration of distraction (if any) depends on quantity of goods ejected
将货物抛出船舱现在可能会分散海盗的注意力;而使海盗分心的时间则取决于货物的质量
Autoresolve (AI vs AI, and auto-resolved pursuit battles):
(战斗结果)自动计算(AI间的战斗,以及副官带领的追击战):
Takes d-mods/production quality into account
舰船的d-船插和生产质量现在被纳入计算
Works with stations and modular ships
空间站和多模块舰船现在也被纳入计算
Made various improvements to "where is this entity" mission/bounty/etc description text
对于在赏金、任务和其它事件中描述“这个东西在哪”的描述文本进行了众多改进
Toned down bounty level-scaling
调低了赏金任务的目标等级赏金加成
Added "Compromised Storage" dmod, reduces cargo/crew/fuel capacity of ship by 30%
添加了“仓储妥协”d船插
Added to Mudskipper Mk.2
将“仓储妥协”d船插添加到了 弹涂鱼Mk.2 上
Added Gremlin-class lowtech phase frigate, with pirate and Luddic Path versions
添加了 捣蛋鬼-级(暂定名称,待议)低技术相位护卫舰,有海盗和路德左径两个版本
Buy and sell cost of ships now includes the base supply cost of their current combat readiness (i.e., no/minimal credit loss for recovering CR on a ship and then selling it)
舰船的买卖现在包含其恢复战备所需的基础补给支出,例如在出售一艘舰船前,需要消耗一些星币来恢复其战备
Similar CR-based modifier added to supplies etc recovered when scuttling a ship
当选择凿沉一艘舰船时,所得到的补给也会受到该船战备值的影响
Added two new torpedo bomber wings: Perdition and Cobra
添加了两种鱼雷轰炸机:咒灭 和 眼镜蛇(暂定名称,待议)
Fleet AI:
舰队AI:
Much less easily sidetracked by chases; patrols in particular will largely focus on defending their objectives
巡逻舰队将会把工作重心放在保卫其守卫的目标上,并大大减少了它们为了追逐目标而不务正业的可能性
When orbiting a planet, will spread out to try to avoid overlap with other orbiting fleets
当舰队轨道环绕星球飞行时,将会自动散开以避免重叠
Reduced number of campaign ship contrails; improves performance a lot and should generally not be noticeable
减少了舰队航迹的数量,极大地提高了性能,并且通常不易被察觉
Sensors: combined detection range in hyperspace now limited to 2000 units (was 5000)
传感器:超空间中的(舰队)组合探测距离现在被限制到2000单位(原为5000)
Added "generate name" option to colony renaming dialog
为殖民地重命名对话框添加了“随机生成名称”选项
Installed fighters now shown in the fleet screen
安装(在舰船)上的战机联队现在会被显示在舰队管理界面上
Trade fleet routes will stop by a waystation if appropriate
在合适的情况下,贸易舰队会在途中的驿站进行停留
Fighting independent scavenger fleets will now only slightly reduce standing with the independents
与独立的打捞舰队之间的战斗仅会轻微地降低与自由联盟间的关系
Temporary/event-based market conditions no longer have "event" label, grouped to the left of other conditions instead
临时的或是基于事件的市场环境条件将不会显示为“事件”,而是与其它市场条件一并显示在左侧
Condition icon size scales down if there are too many to fit in the available width
表示市场条件的图标在图标过多、横向空间不足时将会自动缩小尺寸
Lava planets will no longer show up as part of the combat background (too bright)
熔岩行星将不会在战斗中作为背景(亮瞎眼)
Jump-point tooltip no longer shows planet types in unexplored star systems
对于未探索的星系,跳跃点上显示的星球列表将不再会包含星球的类型
Number of d-mods is now shown for each fleet member in the campaign fleet tooltip
现在舰队所包含的每艘舰船的d船插数量将会显示在舰船列表上
D-mods are now also highlighted in the ship tooltip's list of hullmods
d船插现在也会被高亮显示在舰船的船插列表中
Made "fleet despawning" animation smoother
使“舰队消失”的动画更加流畅
Number of supplies UI indicator will now include the picked-up supply stack, if any
补给数量指示器现在也会包括拾取到的补给堆(如果有的话)
When a course is laid in and you approach a jump-point, selecting "leave" will also disable autopilot
在已经规划了自动驾驶路线,并接近一个跳跃点的时候,选择“离开”选项也会取消自动驾驶
Miscellaneous 杂项
Updated to use newer version of xstream (1.4.10)
更新了对更新版本xstream(1.4.10)的支持
Cleaned up controls screen - updated text and removed commands that are no longer in the game
清理控制面板 - 更新文本并删除游戏中不再使用的的命令
Made some improvements to game-saving code that should speed it up on non-SSD drives
一定程度上优化了游戏存档代码,尤其是针对非SSD设备。
Made in-combat "exit game" button red to avoid potential confusion with "claim victory"
在战斗中把“退出游戏”按钮变成红色以防止与“宣布胜利”按钮的误触
Vertical scrollbar active area now wider, indicator expands when mouse is in active area
竖直滚动条变得更宽,鼠标在激活状态下会变大
Improved algorithm for automatically generating weapon groups
自动生成武器组的改进算法
Improved game startup speed when sound is enabled by up to around 40% total, depending on the system specs
根据系统情况提高了40%的游戏启动速度当开启声音的时候
Orbital Stations 空间站
Can be built at a colony to provide defenses and support nearby friendly fleets in combat
现在可以建造防御设施在殖民地附近,并且其还可以用来支援友军舰队
Existing colonies have these as appropriate
殖民地可以非法占有一下设施
Three tiers: Orbital Station, Battlestation, and Star Fortress
三个等级:空间站,战斗堡垒和星形堡垒
Three tech levels/styles: low tech, midline, and high tech
三种科技术等级/风格:低级,中级和高级
Roughly similar combat power of each style, but different tactical approaches
每个级别有相似的战斗实力但是不同的战术手段
Dynamically fitted with weapons based on faction weapon availability
基于势力武器能力动态武器装配系统
Higher-tier stations are bolstered with drones and minefields
通过战机连队和雷区来提升空间站等级
Combat 战斗
Improved proximity fuse range detection vs longer/thinner ships
Various performance improvements, should be around 20-30% faster
各种性能增加 20%~30% 左右
Toggling autofire on on an already-selected weapon group will make that group autofire — 在已选择的武器组上切换自动开火会使盖组武器自动开火
Can override and get manual control by selecting the group again
可以通过重复选择武器组来覆盖之前选择并手动控制
Fixed bug that caused the fighter rate replacement multiplier to apply twice
修复了战斗机修复并替换重复的错误(bug)
New graphics for Annihilator Pod medium weapon
歼灭者火箭发射舱有新贴图啦 ~
Greatly improved missile tracking
导弹追踪系统大大改善
And fixed issues with ECCM sometimes making it worse; it should now be a significant improvement
修复了电子对抗(ECCM)对其的干扰,现在应该有有大幅改善
Ship AI
Fixed issue that was causing small weapon groups made up of hardpoints to not be set to autofire
Will no longer fire low-ammo missiles vs overloaded fighters
Fixed issue with too many carriers auto-escorting nearby combat ships
Reduced tendency of carriers to assign their fighter wings to escort nearby ships instead of attacking
Carriers assigned a "search & destroy" order will no longer use nearby ships to hide behind
Improved logic for multiple ships not using too many total missiles vs a single target
Fixed issue that was causing carriers to order fighters to "engage" too far from target, causing unnecessary loss of the 0-flux boost
Fixed issue that was causing carriers with some support fighters to not order the other fighters to engage
Fixed bug that caused a retreating ship with front shields to keep them on when it was not necessary
More likely to set smaller groups to autofire when flux is low, including hardpoint groups
Improved autofire flux management
Will autofire most kinds of weapon groups, depending on flux level and dissipation
Able to keep on pressure with low-flux weapons when on high flux
Improved flux management for high-flux weapons such as Heavy Blasters
Fixed bug that was causing fighters to only rarely fire missiles/torpedoes at low-hitpoint targets
Improved omni shield use vs phase ships
Fixed bug that was causing the AI to improperly evaluate where it has the most remaining armor
Ships gradually get more aggressive when their peak time and CR tick down
Modding
Fixed crash from left-clicking station in hyperspace
Error message due to incorrectly configured music set is now comprehensible
Ships with modules:
Modules are no longer configured using weapon groups
Added "modules" section to .variant files instead
Modules will be ordered in listed order provided "modules" is an array of objects
Station/ship-with-module weapons no longer rendered in separate pass above everything
Use module order to control rendering order instead
Variants, hulls, skins, skills, weapons, projectiles: will be merged with core files when loaded
Meaning, a mod can now provide a partial file with just the changes rather than a complete file
Renamed FleetDespawnListener to FleetEventListener
Added reportBattleOccurred() method to FleetEventListener
Fixed bug to do with beamFireOnlyOnFullCharge and venting while firing at max charge
Proximity fuse projectiles with a trigger range of 0 will now only explode at end of range
MutableStat values no longer capped to be >= 0
Added better error message when game crashes due to an invalid ship system id being specified
Added MissileAPI.interruptContrail() - needs to be called twice, once at old and once at new location
Added MarketAPI.get/setEconGroup()
Markets within the same econ group only trade with each other and are not visible when viewing nearby markets etc from a market in a different group. Default group is null (the value, not the string).
Added ShipAIPlugin.getConfig() method that returns a ShipAIConfig (or null if a custom ship AI doesn't support the core config parameters)
Added "tags" and "rarity" columns to ship_data.csv
Skins do NOT inherit tags from the parent ship, but can have their own tags specified via a "tags" json array
Default d-hulls also do not inherit any tags from the base hull
Added "tech/manufacturer" column to ship and weapon data
Defaults to "Common" if unspecified
"manufacturer" key to override in ship skin file
SectorEntityTokens and MarketAPIs stored in a MemoryAPI will be replaced by their ids in save files, and restored on load
For this and other reasons, code must gracefully handle a case where an entity is put into memory but then is no longer there or is there but is no longer in any LocationAPI
Removed dHullOverlaySmall/Large from hull_styles.json; replaced with single dHullOverlay, which should be large-ish and will tile to cover bigger hulls (instead of being upscaled)
hull_styles.json: now 3 d-mod overlays per style; light/medium/heavy, in only one size
d-mod overlays tile for larger ships
Moved get/setModuleVariant() methods from FleetMemberAPI to ShipVariantAPI
Weapon group generation:
Added "GROUP_LINKED" and "GROUP_ALTERNATION" AI hints to weapon_data; will attempt to place weapons with those in separate groups and set them to linked or alternating
Added groupTag column to weapon_data; when set, will heavily favor placing weapons with same groupTag into the same group, without other weapons in it
Will not auto-generate weapon groups for AI fleets until combat starts, for performance reasons
Fixed word-wrapping issue when a single word is too long for a line
Added limited support for drones with SHIP collision class; will no longer crash into mothership
Added "canUseWhileRightClickSystemOn" to ship system definitions
Missiles now support the "jitter" effect, above the missile sprite only
Changes to fleet despawn logic: listeners will now be notified before the fleet member list is cleared
Allows seeing fleet state at time of despawn if it wasn't snapshotted
Fleet members removed afterwards
Added CollisionGridAPI that gives access to internal bin-lattice used to speed up collision checks/AI
Fixed issue with market/planet name mismatch for some procgen planets
Fixed issues w/ small dormant remnant fleets not engaging and sometimes dropping loot if harassed
Ship AI: fixed issue where 4+ carriers could get stuck in an escorting-each-other loop
Fixed bug that caused Fleet Logistics 1 to make destroyed ships only have a 50% chance of recovery rather than 100% as intended. Disabled ships still got the 100% chance.
Fixed issue with Plasma Cannon not being properly affected by Safety Overrides
Save bar no longer get stuck if saving the game throws an error for any reason
Fixed issue with scavenger fleets stuck in "returning to " state
Fixed issue that was sometimes preventing carriers from properly obeying "Full Retreat" order
Fixed rendering issue with black holes on radar
Fixed issue with Strike Commander causing projectile weapons from fighters to hit multiple times
Fixed crash when a mission variant had a fighter wing from a mod installed and the mod was then disabled
Fixed visual issue with jump-point in Westernesse star system
Fixed issue with debris fields not despawning properly and causing savegame bloat (thanks, Tartiflette!)
Fixed issue where could select civilian/unarmed ships for pursuit autoresolve
Fixed issue where fighter chips would disappear from inventory when opening refit screen for a ship with that fighter built in
Fixed issue with fighters returning to a retreated carrier getting stuck off-map without retreating
Fixed station rendering issue in campaign where module placement wasn't quite right
Fixed bug that caused phasing mid-burst to improperly shorten some weapon cooldowns
The resolutionOverride config file setting now works with fullscreen mode
Fixed issue that cause a black hole to appear in the middle of the sector map in some games
Fixed bug that caused the player to have to wait for their allies to finish the battle after full-retreating from it
Fixed issue that caused REDACTED fleets to respawn extremely quickly in some situations
jn_xyp 发表于 2018-6-2 16:00
Campaign 生涯模式Colony building:殖民地建设:Player can establish a colony on a planet they've surve ...
## Miscellaneous
## 杂项
- Updated to use newer version of xstream (1.4.10)
- 更新了对更新版本xstream(1.4.10)的支持
- Cleaned up controls screen - updated text and removed commands that are no longer in the game
- 清理控制面板 - 更新文本并删除游戏中不再使用的的命令
- Made some improvements to game-saving code that should speed it up on non-SSD drives
- 一定程度上优化了游戏存档代码,尤其是针对非SSD设备。
- Made in-combat "exit game" button red to avoid potential confusion with "claim victory"
- 在战斗中把“退出游戏”按钮变成红色以防止与“宣布胜利”按钮的误触
- Vertical scrollbar active area now wider, indicator expands when mouse is in active area
- 竖直滚动条变得更宽,鼠标在激活状态下会变大
- Improved algorithm for automatically generating weapon groups
- 自动生成武器组的改进算法
- Improved game startup speed when sound is enabled by up to around 40% total, depending on the system specs
- 根据系统情况提高了40%的游戏启动速度当开启声音的时候
## Orbital Stations
## 空间站
- Can be built at a colony to provide defenses and support nearby friendly fleets in combat
- 现在可以建造防御设施在殖民地附近,并且其还可以用来支援友军舰队
- Existing colonies have these as appropriate
- 殖民地可以非法占有一下设施
- Three tiers: Orbital Station, Battlestation, and Star Fortress
- 三个等级:空间站,战斗堡垒和星形堡垒
- Three tech levels/styles: low tech, midline, and high tech
- 三种科技术等级/风格:低级,中级和高级
- Roughly similar combat power of each style, but different tactical approaches
- 每个级别有相似的战斗实力但是不同的战术手段
- Dynamically fitted with weapons based on faction weapon availability
- 基于势力武器能力动态武器装配系统
- Higher-tier stations are bolstered with drones and minefields
- 通过战机连队和雷区来提升空间站等级
## Combat
## 战斗
- Improved proximity fuse range detection vs longer/thinner ships
- 优化了对于细长船型的优化碰撞优化
- Phase ships:
- 相位船
- Doom: new ship system, "Mine Strike", spawns high-damage, high-delay proximity fuse mines
— 厄运:增加了一个新的“鱼雷打击”舰船技能,它可以发射高伤害,高延迟的“引信者”鱼雷
- Huge buff overall
- 大的整体加成(buff)
- Harbinger: system changed to Quantum Disruptor
- 预言者:改为量子干扰系统
- Afflictor: system changed to Entropy Amplifier
- 折磨:改为熵放大器系统
- Various performance improvements, should be around 20-30% faster
- 各种性能增加 20%~30% 左右
- Toggling autofire on on an already-selected weapon group will make that group autofire
— 在已选择的武器组上切换自动开火会使盖组武器自动开火
- Can override and get manual control by selecting the group again
- 可以通过重复选择武器组来覆盖之前选择并手动控制
- Fixed bug that caused the fighter rate replacement multiplier to apply twice
- 修复了战斗机修复并替换重复的错误(bug)
- New graphics for Annihilator Pod medium weapon
- 歼灭者火箭发射舱有新贴图啦 ~
- Greatly improved missile tracking
- 导弹追踪系统大大改善
- And fixed issues with ECCM sometimes making it worse; it should now be a significant improvement
- 修复了电子对抗(ECCM)对其的干扰,现在应该有有大幅改善
以下是楼主的翻译:
Will now pay out and increase reputation when hostile or worse with offering faction
“完成敌对势力的任务将会得到赏金,但会增加敌对程度。”
我的意思是句中是说的应该是增加声望而不是
详情回复
发表于 2018-6-8 23:53
以下是楼主的翻译:
Will now pay out and increase reputation when hostile or worse with offering faction
“完成敌对势力的任务将会得到赏金,但会增加敌对程度。”
我的意思是句中是说的应该是增加声望而不是导致增加敌对程度