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EU4 1.15Dev Diary 2016 Jan 14th Hello everyone and welcome back to yet another development diary for Europa Universalis 4. TodayAn's dev diary is the second in our two-parter about patch 1.15, which is a bugfixing and balancing patch that is planned to come out before the end of January. Changes to Hordes The Horde features from The Cossacks were positively received, with players finding them extremely fun to play, but finding them rather unbalanced. Specifically, razing allowed hordes to gain a net balance of monarch points from conquering and stay at the bleeding edge of technology until the very end of the game, making reforming out of a horde a dubious idea at best. We spent some time thinking about how to best 'nerf' hordes without taking the fun out of them, and eventually settled on a slew of changes. First, we reworked horde autonomy: Nomads no longer have minimum autonomy in non-Tribe provinces, but government form bonuses to manpower and forcelimits were reduced. Nomadic Tribes estate no longer gains influence from 'Number of Cities', instead they expect control of more territory in a larger horde. What this means is that smaller hordes are more efficient than before both economically and militarily, but become increasingly inefficient as they grow and the Tribes demand more and more land. Second, razing received several tweaks: The amount of power gained from razing now decreases by 4% per military tech level above 3, up to a maximum of -80% (5 power per development). Razing a province now increases unrest in that province by +10 for 10 years. The increased unrest is removed if the province is sold or given away. Added -25 opinion modifier when razing province with countries that have core on that province. These changes mean that razing has more negative effects, especially when you're razing territories that you intend to keep and core, and also that the effectiveness of razing tapers off as time goes on and armies become more professional, to the point where you'll likely want to reform your government once you hit a certain size Finally, we decided to change the nomad shock damage bonus around a bit, to make nomads more consistently powerful on flat terrain but penalize them for pushing deep into terrain that is unsuitable for cavalry: Nomads now get +25% shock damage on all flat terrain (instead of just own provinces), but -25% shock damage on non-flat terrain. Spread of Discoveries Another area that has received quite a bit of work in 1.15 is the spread of discoveries system. The old system, which was based on technology group and religion and would spread provinces one at a time, was extremely messy code architecture wise and poorly understood, and its strict adherence to tech group would frequently lead to odd situations when custom nations came into play. We have replaced it with a new region-based system, where discovery spreads in whole regions based entirely on scripted triggers, allowing both us and modders full control of when they want a certain discovery to spread. For example, knowledge of the French Region will spread to a country if any of the following are true: ---- That country or its overlord has discovered any one province in the French region at least 20 years ago. ---- Any country in the French region has discovered their own capital region at least 30 years ago. ---- Any neighbouring country in the same culture or religion group has discovered any one province in the French region at least 75 years ago. ---- The starting date is 1700 or later, and their capital is not in Africa. ---- The starting date is 1750 or later. As part of this, we have also removed the tiny (and little known of) prestige bonus for being the first in your tech group discovering provinces, and replaced it with a larger bonus (along with a message telling you that you got it) for being the first in a tech group discovering a whole region. UI Improvements It wouldn't be an EU4 patch without UI improvements, would it now? We have a whole slew of them coming, so I thought I'd go over some of the larger ones. First off, we have the addition of a 'modifiers view' in the government screen. In this view you can see the sum of all modifiers currently affecting your country, and by hovering over a particular modifier, where that sum is coming from. The mapmodes interface, which was already greatly improved in 1.14, has received another upgrade. Instead of each of the 10 primary mapmode mode slots only holding a single mapmode, you are now able to store multiple mapmodes in each slot, and switch quickly between them by pressing that mapmode button or its associated hotkey. For example, you can store the regions, areas, colonial regions and trade companies mapmodes in a single slot and quickly switch between them, depending on which particular one you are interested in at the moment Next up is an addition to the peace screen where both the suggestion and the actual UI work came from noted youtuber Arumba. When you are taking non-core p
隔壁吧运来的...8月14日eu4 1.14.0开发日志 Hello EU4 fans! The team have now all returned them their vacations and resumed work, so it's time to get going with the development diaries once more. Because this week has been a busy one, today's diary will be a bit short but should address a topic that people have asked a lot of questions about: Future Improvements to the Nation Designer The Nation Designer is, as has been previously mentioned, probably the biggest feature added to EU4 since launch. It's proven quite popular, with custom nations consistently beating out every historical nation as the most popular choice of country to play. It's also received a number of updates, adding things such as the ability to name your own ideas and improved interface support. However, much as how it is with EU4 itself, with a feature like the nation designer you never feel quite 'done'. There's always more you can add, things to improve and tweak, and we frequently receive requests for updates and improvements to the nation designer, as well as questions about when previously suggested improvements might surface. As such, today's DD is going to be about updates to the Nation Designer: Specifically which ones we either have already done (internally) or are planning to add in the not distant future. So without further ado, here are the planned changes coming to the Nation Designer: Saving Custom Nation Templates Probably the most requested feature for the Nation Designer has been the ability to save your custom nations for later use. This has now been implemented and will be available in 1.14. What it means is that while designing your nation, there are now two buttons called 'Save' and 'Load'. Save will save a copy of your Custom Nation (minus the provinces it currently holds) to your hard drive, and Load will load up that copy, replacing the current Custom Nation you are designing with the saved one (again, minus its provinces). This allows you to, for example, quickly re-use a particular setup of ideas or a flag and color combination that you enjoy.【图片】Choosing Government Rank This is really more of a fix than an addition, as it was something left out of 1.12/1.13 due to time constraints and will be added in 1.14. When designing a custom nation, you will be able to choose your government rank, with Duchy rank being free, Kingdom rank costing 10 points, and Empire rank costing 30 points. Improved Color Picking This is something that is not yet done, but we hope to have done for 1.14. In addition to picking from a list of preset colors, I want to add the ability to choose your country's color from an in-game RGB picker, allowing for true color customization. More Patterns and Emblems As above, this is something we hope to have done for 1.14. We want to add support for more texture files for country flag patterns and emblems, so that we can create more options for flag customization. Better Random Setup While not fully part of the Nation Designer, the random setup option that fills the world with randomly generated countries is nonetheless a feature that we want to improve on. Right now, it suffers a bit from being 'samey': You'll generally always end up with a couple megablobs, a number of medium sized countries, and a general feeling of lack of plausibility on behalf of the generated world. We want to add more options for controlling the size of the countries generated, as well as better country naming (being able to name countries after regions rather than capitals, for example) and better random idea generation. We're also considering adding options such as different tech group distribution and different uncolonized parts of the world. Achievements Though the Nation Designer supports Ironman, there are currently no achievements that are able to be unlocked while playing a Custom Nation. In the future, we plan to add some Nation Designer-specific achievements that will require particular point limits to be followed, and may as an example require you to start as a Norse Custom Nation and conquer Northern Europe. If you have other improvements you'd like to see, feel free to bring them up in this thread and I will do my best to answer as to whether they are likely to ever happen. Note that I will not discuss ETAs on when patches containing these changes may show up. For every complex problem there is an answer that is clear, simple, and wrong.
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