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EU4 - Dev Diary - November 5th 2015 Hello everyone and welcome back to yet another development diary for Europa Universalis 4. Today's topic is once again a few more new features in The Cossacks. We'll also be going over some changes coming to Claims and Zones of Control in the free 1.14 patch. Improved Espionage (Expansion Feature) One thing we often hear is that the Espionage idea group is too weak and not worth taking. With that in mind, we've decided to strengthen it up with a couple more espionage actions: Study Technology and Agitate for Liberty. Study Technology Study Technology lets you send a spy to a more technologically advanced country. For each category where they are at least 2 technologies ahead of you, you get +1 power each month. However, sending spies to multiple countries will only help if they are advanced in different categories: You are capped at +1 in each of ADM, DIP and MIL no matter how many spies you have sent out.Agitate for Liberty Agitate for Liberty lets you send a spy to the subject of another nation to raise their Liberty Desire, useful if they just got a brand new personal union over a powerful nation, or you're looking to break up their colonial empire.. The Liberty Desire of that country will increase by +1% per month, up to a maximum of +25%. Multiple countries agitating in the same nation will not stack up beyond +25%.Distribute Spoils (Expansion Feature) Another small feature coming in The Cossacks expansion is a change in the way money and prestige is given out in peace deals. Previously, all money and all prestige would go to the warleader, regardless of how much his or her allies had bled for him. For those with the expansion, this will now change to be based on war contribution, with each member of the winning alliance getting a share of the gold and prestige relative to their contribution. For example, if England and Castile go to war against France and England racks up 30% participation while Castile racks up 70%, 70% of the gold and prestige gained in the peace will go to Castile, despite the fact that England is war leader.Zone of Control Changes (Free Feature) The fort rework in 1.12 added a much more strategic element to warfare, but with it came some complicated rules and confusion over what exactly forts were and were not allowed to block. To simplify the system and make it more intuitive, we've decided to make the following changes: - Forts that have been captured by the enemy will now have a Zone of Control and block movement for enemies of controller. - Forts now have Zone of Control over any country's provinces (but can only flip control back over your own owned provinces) meaning they can block enemy movement through friendly & neutral land. Movement through a country's own provinces cannot be blocked if a fort from that country is protecting those provinces. - Provinces can now be in the Zone of Control of multiple forts. - Moving through Zones of Control should now result in fewer unnecessarily long paths. What this means is that forts should behave more intuitively, and act the same everywhere regardless of whether they are enemy-controlled or whether you have a single neutral province next to your own fort.Permanent Claims (Free Feature) As anyone who's ever formed Qing knows, the 25-year timer on claims can be a bit limiting: It's difficult to conquer all of China in only a quarter of a century. To address this issue, we've added a new type of claim that is gained ONLY from nation forming: Permanent Claims. As the name indicates, Permanent Claims are... permanent, and lost only if revoked through war or if the claiming nation is annexed. They also give a -25% cost reduction on core creation, instead of the -10% from normal claims.
10月8日 开发日志 —— 转文化、雇佣兵、运河 Hello everyone and welcome back to yet another development diary for Europa Universalis 4. Today's dev diary will be about two of the new features coming in the (as yet unannounced) expansion that we're working on, as well as a few additional goodies coming in the patch. So, without further ado: Advanced Change Culture (Expansion Feature) Currently, the change culture feature for EU4 is a bit limited. It only allows you to change a province to your primary culture, and does not care if that province is right next to your core lands, or way off on the other side of Siberia. The new expansion expands on this feature by giving you more options in what culture you want to change a province to. The options you have to choose from are as follows: * Primary Culture: As before, you can choose to change a province to your primary culture. This is made 25% cheaper if the province borders any province of your primary culture. * Adjacent Owned Culture: Instead of changing a province to your primary culture, you may choose to spread any adjacent owned culture there, whether that culture is accepted or not. For example, if you are playing as England and want to expand the Gascon culture so that it is easier to keep it as accepted, you could choose to replace the Basques in Labourd with Gascons instead of replacing them with Englishmen. This is 25% cheaper than a normal conversion (same as spreading adjacency primary culture). * Original Culture: If a province has already been culture converted, and you want to bring the original culture of the province, you can now always do so (for example, restoring the Basques to Labourd after the Gascons forced them out in our example above). This is 50% cheaper than a normal culture conversion. Those without the expansion will still only be able to change provinces to their primary culture, but will get the 25% adjacency discount.Name Your Heir (Expansion Feature) Ever gotten that 0/0/0 heir and wished you could give him or her a suitably insulting name? With the new expansion, now you can! Whenever you get an heir whose name is not predefined by an event ('I shall name him Johan' etc), you will now get the option to name that heir. Of course, if you aren't feeling creative, there is a pre-selected name that you can simply choose instead of making up your own. But where's the fun in that?Mercenary Rework (Free Feature) Another change coming in the 1.14 patch is a change to mercenary support limits. The previous system had a 'mercenary pool' which would have a chance to replentish every day based on the size of your country, your available mercenaries modifier and your current number of mercenaries. This was a confusing and opaque system that was also made worse by the randomness of which type of mercenaries you'd get. This has now been scrapped and replaced with a much simpler system whereby each country has a mercenary support limit equal to 20 + 30% of their land forcelimit. The mercenary support limit simply determines how many mercenary regiments you can have under arms at any given time and is affected by the 'Available Mercenaries' modifier (which has been appropriately rebalanced). These mercenaries can be of any type and can all be recruited at once instead of having to wait for the pool to refill. Additionally, the Army Planner available to those with the Art of War expansion has been reworked to fit the new mechanics, replacing the 'Build All Mercenaries' button with the ability to put mercenary regiments into your templates.Blocking Canals (Free Feature) Ever since we added canals in patch 1.6, we've had requests for the ability to restrict access to canals: After all, it doesn't make a whole lot of sense that you'd just let an enemy fleet sail right through your canal so that they can land troops in your colonies. Free in the 1.14 patch is a change to canals that will prevent anyone who is at war with the owner of the canal from moving their ships through it.Well, that's all for today! Next week we'll be talking about the treatment of native populations and colonial warfare, but before I leave you I wanted to share some teasers from the reworked Random New World that I've been posting on my twitter, for those of you who might have missed them:
07-02【原创】[XVMCN原创]炮管标记系统解析 XVMCN原创,未经授权,禁止转载 9.1新增的炮管标记系统,当玩家的车辆平均伤害超过所有同车辆玩家一定比例时,会在炮口添加标记,体现玩家的水平。9.1开始一段时间以来也有很多玩家已经获得了标记。不过相信大部分玩家对标记的获得有疑问,比如为何我打的还不错却连超越65%的1个标记都得不到。一些排名很高的玩家也仅止步于2个标记,究竟谁能获得3个标记。 本文从标记系统的工作原理来介绍什么人能获得标记,如何获得更高级的标记。 根据WG事先的介绍,此系统大概是根据玩家100场内的平均伤害在所有玩家中的排名发放标记。 游戏内描述如下: • 仅计算最近的战斗场次。平均伤害值将在每场战斗后进行更新。 • 只有5级至10级的坦克可以获得此战绩标识。 • 战绩标识显示在每个坦克的火炮上。 • 战绩标识可以在游戏设置中禁用显示。 • 只能在随机战斗中获得。 • 历史战模式中不显示。 获得1级标识,需要在随机战斗中使用该坦克造成的平均伤害高于65%的其它玩家。 获得2级标识,需要在随机战斗中使用该坦克造成的平均伤害高于85%的其它玩家。 获得3级标识,需要在随机战斗中使用该坦克造成的平均伤害高于95%的其它玩家。 这个描述是很严谨+没有实际内容的,并没有提到100场,只说了平均伤害高于xx%的其他玩家。 回过头来,我们先看标记系统中平均伤害的计算方式。 在9.1后,游戏的数据中增加了marksOnGun和movingAvgDamage两个项目,前者是玩家达到的标记,后者就是计算标记使用的平均伤害。 这里使用的单词是移动平均伤害。何为移动平均呢,这是一种算法,具体的大家可以自行wiki,这里的移动平均使用的指数型(和战力系统的累加算法原理相同),简单的说就是设一个系数k,新数值=旧数值*(1-k)+本场数值*k。 标准的指数移动平均的系数是,N是使用的变量。 所以这里的N就是100场的100,符合WG事先所说的100场的概念。 总结一下平均伤害的计算方法。 1. 伤害=直接伤害+助攻伤害-TK伤害 2. 使用指数移动平均,系数为 2/101,公式为 新平均伤害=旧平均伤害*99/101+本场伤害*2/101. 注: 平均伤害只保留整数部分,舍去小数部分,也就是说即使你是59.9,也只记录成59。 知道平均伤害如何计算之后,我们还要分析一下这个算法。 根据开发战力系统的经验,所谓移动平均数,虽然是以100场为系数的,但是如果你对公式进行分析,达到100场时,你的平均伤害并不能反映实际的平均伤害。 举例来说,假设场均稳定在1000伤害,当10场时,你的平均伤害达到176,100场时达到843,177场是达到上限950。 这一段说明了两个事情,1. 100场时你达不到你的平均伤害,大概只能达到85%。2. 你永远也达不到自己的平均伤害,因为单纯的系数累加是无限趋近于100%的。 解释平均伤害的计算方法似乎没什么意义,因为反正是根据所有玩家中的排名来算的。 但是实际上根据统计,只有3种车出现了3级标记,很多车没有出现过2级标记。这在我们正常对排名的理解中是不应该出现的。 根据对程序实现方式的理解,现有数据的内容,可以推测WG的实现方式是这样的。 每天统计前7日的每个车所有的野队战斗,对其中的伤害进行排序,取95%,85%,65%位置的伤害作为每个车的标准。 当你的平均伤害超过这些标准时,授予标记。 综合以上几点,最后的结论是,玩家使用一个以近期数据为主,需要170场大概能达到实际数值95%的平均数,去和所有玩家的战斗数据比较。也就是你要把场均打到别人吃饺子时的水平。 当你达到平均每场1个1级战斗嘉奖时,你可以获得3级标记。当你平均每场超越1个2级战斗嘉奖时(2级战斗嘉奖80%,2个标记85%),你可以获得2个标记。 所以不难理解有的车只能获得1个标记,因为大概超越85%的玩家才能获得1个。举几个获得2个标记10级车的例子。 50B 伤害(直接伤害+助攻)达到3853 261工程 伤害达到3420 e100 伤害达到3920 要知道这些平均值还是低于实际平均值的。所以没有4000场均你基本上是拿不到10级车的2个标记的。 所以虽然说本文介绍了如何获得更高级的标记。 实际上我想说的是,普通高玩得到1个就行了,顶级高玩得到2个就行了,至于3个,我把仅有的获得3标记的数据作为本文的结尾吧。 T71 2864 AMX ELC 1651 M7 1302
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