【维多利亚3】1.1版本 石油与橡胶的增产(第2节)开发日志#66

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【维多利亚3】1.1版本 石油与橡胶的增产(第2节)开发日志#66

#【维多利亚3】1.1版本 石油与橡胶的增产(第2节)开发日志#66| 来源: 网络整理| 查看: 265

呀哈喽,我的维多利亚朋友们,今天由Paul进行1.1版本变化的讲解。

原链接-https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-66-patch-1-1-part-2.1557863/

正如之前的开发日志中所说的,1.1补丁将主要专注于游戏优化:bug修复、平衡、AI改进和UI/UX工作,而下一个大型免费补丁1.2将着手于我们在《更新计划#64日志》中概述的内容,迭代更新战争和外交之类的系统。最近的热修补丁1.0.6已经放出来为您提供部分性能优化和bug修复。

那我做了些什么呢?平衡,修bug,协助UI工作和改进玩家体验。作为团队中的新成员,在我入职期间我已经能够充分发挥我的天赋之一:对电子报表和数据的热爱——所以我一直在类似盈利性、生产方式、可用资源可视化这些方面进行深入工作。在1.1版本补丁中,我对石油和橡胶资源的大幅改动将以几张显而易见的地图来展示。

当然在看图之前,我得向制作了我所用地图工具的@Licarious大声致谢 ゚ ∀゚)ノ。该工具已经在本贴内向所有论坛用户开放了噢。这个可爱的小玩意在把我对游戏的考量可视化这方面可是大有裨益。对着电子表格进行平衡是一回事,能直观的看到地图变化是另一回事。

Victoria 3 - Dev Diary #66 - Patch 1.1 (part 2) | Paradox Interactive Forums (paradoxplaza.com)

石油1.0.6版本中世界石油存量

在你们目前游玩的版本中,这些就是游戏中可探明的石油储量。它们大多是历史上的油田,根据目前对石油在哪的知识而开发出来(即便我们直到1936年以后才发现某些油田)。毫无疑问你们已经在后期游戏中注意到了,石油作为一种稀缺资源已经限制了后期游戏的产业升级进程。虽然我们希望石油成为后期的重要资源,但目前其作为可用资源的存量实在是苟刻到给玩家套上了瓶颈,因此我们扩增了游戏中的可发现油田。

我花了几天时间浏览Discord和论坛上的各种反馈,还有尽可能多的自然资源分布图以便更好地估算世界石油供应,它们都对游戏中的最终呈现起了帮助。如今,我们倍增了游戏世界内的潜在油田数量来为玩家和AI提供更充足的资源供给。

1.1版本中世界石油存量

我知道有些人可能会问,为什么我们不增加石油开采方式的产量,让油田就好好留在历史上的位置?为什么你把那些直到1950年才被开发的油田都算进去了!这些地方要么就是油砂,要么是当时还无法开采的基质。

这些问题当然有它的意义,毫无疑问我也必须在帖子中详细描述这样做的原因,但这有一些简便的答案:

目前的石油生产方式已经利润惊人,增强它们可能有所帮助,但没法完全解决问题.

把油田完全限制在历史地区实际上是非常棘手的选择,如果毛熊和鹰酱这样的国家在游戏中崩溃解体, 50%以上的石油供给将会在它们的衰败中被切断并让整个世界经受磨难,我们希望在保持一定历史可信性的同时确保玩家还有那么几条别的路能走.

我们并不会在你探明某地区资源时还留下一条“该地区的资源在1880年后才可开发”的文本记录,所以,为了在信史性和半平衡游玩体验间达到平衡,这种估测式资源分布也没那么赖.

有关石油的内容不会就这么完事了,这只是我对其平衡的第一步,现在已经交付QA进行测试并收集反馈。虽然还有很多可能性可以研究,但我更偏好渐进的迭代性更改,而非一次性带入巨量改动以至于看不清其完整的影响后果。

未来预期要做的事:

给玩家留下一些沉积极深直到更难解锁的现代技术推行后才探明的油田,要吃到这些肥油可不容易,但你们能做到的对吗?

如果这次改动后石油供应还是太短缺 - 我们会考虑在平衡其投入/产出后增加更多的石油开采方式。

把鲸油产业更早的踢入产业链中。

所以保持你在论坛/Discord上的反馈!我可能没法立刻阅读并回复,但我会整理记录以备将来参考,它们对我的工作的帮助可不一般。

橡胶

现在,轮到橡胶咯~

1.06版本的世界橡胶存量

尽管橡胶远不像石油供应那样容易陷入瓶颈,但我们发现目前的橡胶储量不足以充分满足世界所需。当我们优化AI在游戏中开发并利用资源的表现时,我们无疑需要增加世界上可用的橡胶供应。

那么变化在此:

1.1版本的世界橡胶存量

注意到区别了吗?你的眼睛没有欺骗你,这两张地图是一样的( ゚∀。)——这不是一个错误。橡胶的变化主要集中在产业上的垂直尺度,而非原料供给的水平尺度。虽然我本可以增加世界上的橡胶供应,但看了看后期游戏的存档后,我发现是Pop问题阻碍了资源对需求的满足。

所以,我所做的是为橡胶种植园添加一个新的生产方式,给他们装上了船新的自动灌溉系统(就像其他种植园一样,这座建筑只是在名义上有关系),以代表后来努力现代化的种植园,不用再为了祈雨跳大神。这将有助于提高已有建筑的生产能力。

双倍产出,得费点引擎

未来预计的事:

如果一个新生产方式还不够,增加世界范围的橡胶资源存量。

后期游戏可以产出合成橡胶?

在特定地区增加特质,提供其更大的吞吐量。

这两个资源变动已经加入到1.1补丁中,QA团队正在审查平衡和功能。我也期待听到你们的想法,但请记住目前所有数值都是占位待定的。如果你有任何想法和观点,并且可以为我找到支持你的说法的依据,请随时把它们放在帖子内或Discord/论坛上,我会继续整理的。

那么在审查阶段中我还会做什么?我要在1.2版本的平衡性上大动土木!正如论坛其它地方所说的,我正在研究并试图改变游戏中的耕地平衡。由于这些变化可能颠覆世界经济,我会尽早解决这一分支项目,以便留有充裕的时间来迭代其平衡。在1.1补丁即将发行时,我也会收集玩家的反馈,然后考虑调整其他资源的平衡等。总是有东西需要调整!

以上就是这篇开发日志的全部内容,完成这对未来的小小揭幕后,我要回去继续读QA反馈了。然后整点以后1.2版本平衡所需的东西。

补丁1.1预期在今年年底之前发布,既然现在已经是11月了,那么它并不遥远。下周,我们会讨论该补丁的更多变化。

参阅原文:

Dev Diary #66 - Patch 1.1 (part 2)

Greetings my fellow Victorians, Paul here to talk about some of the things I have been doing for Patch 1.1.

As was said in previous dev diaries, this patch (1.1) is going to primarily focus on game polish: bug fixing, balancing, AI improvements and UI/UX work, while the next major free patch (1.2) is going to be more focused towards making progress on the plans we’ve outlined in our Post-Release Plans DD by iterating on systems like warfare and diplomacy. Hotfix (1.0.6) should be out for you all with performance improvements and some bug fixes in the meantime.So what have I been doing? Balance work, alongside bug fixing, and assisting with some UI work and bettering of the player experience. I’m new to the design team and during my onboarding I've been able to utilize one of my special talents: I love spreadsheets and data - so I’ve been working on building profitability, production methods, and resource availability. In Patch 1.1 two large changes I have made are to Oil and Rubber and I’ve got some cool resource maps to show you the changes.And before you take a look at the images showcasing what changes I have done, a big shoutout to @Licarious who made the tool that I am utilizing here today. This tool is open for you all on the forum in this thread. I have found the tool to be particularly lovely, helping me make quick visualizations of the changes I am considering in the game. It's one thing to balance a spreadsheet but another to take a look at the changes proposed on the map itself.

The World’s discoverable Oil Supply as of 1.0.6

In the version of the game you are all currently playing, these are the oil reserves that are discoverable in game. They are mostly the historical oil fields that were cultivated over the current knowledge of where Oil is and has been accessible (even if we did not find out about it until later than 1936). As you’ve no doubt noticed in your later games, Oil is a scarce resource and limits the progress of later game industrialization. While we want Oil to be an important late-game resource, its current bottleneck as an available resource is a little too harsh to the player’s experience so we’ve expanded the discoverable oil fields in game.

I spent a few days going through various feedback threads on the Discord and forums, alongside as many natural resource distribution maps as I could to give a better estimate of the world’s oil supply and help make the game representative of that. As of now we’ve doubled the world’s potential oil fields to give rise to a more plentiful supply in the world by both player and AI actions.

The World’s discoverable Oil Supply as of 1.1.0

I know some of you might be asking, why did we not just increase the production of oil methods and leave the historical oil fields in place? Why have you included [specific] oil fields that were not tapped until ~1950! etc.Those fields represent a usage of either Oil Sands, or some various substrate that would have not been accessible at the time.

These are all some valid questions and I will no doubt go into more detail in the thread about choices made, but some quick answers.

Oil production methods are already incredibly profitable and buffing them further would help but probably not fully solve the problem.

The gating of Oil Fields to only historically extracted areas is always tricky, if Russia and the United States collapse in game, 50%+ of the world's oil supply is locked behind their regression and the world suffers. We want to have historical credibility but also give players multiple avenues to pursue.

We don’t exactly leave a track record of “this field would have been accessible in 1880" etc in our history books when we discover new resources, so best guesstimates have to be used and a balance between historical and semi-balanced gameplay has to be found.

We are by no means done with Oil, this is my first step in their balancing and it's been sent off to QA to run tests and gather feedback. I’ve got plenty of possibilities to look into but I want to make iterative changes instead of altering many things at once and not seeing the full impact.Things I am looking into for the future includes

Gating some oil reserve potential behind tech to make it where deposits that were not found until more modern days are harder for the player to get to, but still possible.

If Oil Supply is still too short - looking into adding more variation of production methods of balancing of input/output of those factories.

Giving the Whale Oil Industry a bit more of a kick into gear in the early stages of the game.

So keep your feedback on the forums/Discord coming! I might not read and answer them right away but I do collate them for future reference and they’ve been incredibly helpful in my efforts.And now onto the world’s rubber supply, which I have also adjusted for Patch 1.1.

The World’s discoverable Rubber Supply as of 1.0.6

While not as much of a bottleneck as the world oil supply, rubber is found to not be plentiful enough to meet world demand at current. And as we make the AI better at extracting and utilizing resources in game, we no doubt have to increase the rubber supply available to the world.And so here are the changes.

The World’s discoverable Rubber Supply as of 1.1.0

Notice the differences? Your eyes aren’t deceiving you, the two maps are the same - and this is not a mistake. The changes to Rubber have been focused on its vertical margins as opposed to the horizontal margins. While I could have upped the world supply of rubber, looking at the later game saves I found it was population issues which were preventing the resource from meeting demands, etc.

So, what I did instead was add a new PM to Rubber Plantations, giving them an automatic irrigation system (like that of the other Plantations this building shares relation to in name only) to symbolize later efforts to modernize plantations and not be fully rainfall dependent. This would help increase the productivity of buildings already in game.

Rubber Plantations can now double their effective output in the later game, by replacing some employees with machines.

Items I am looking into for the future include:

Adding more Rubber potential to the world if this PM is not enough

Potential synthetic rubber in the late game?

State traits for the specific areas of the world best suited to its cultivation to help throughput

These two resource changes have been put into 1.1 among other things and are currently being vetted for balance and functionality by the QA team. I look forward to hearing your thoughts as well but remember that all numbers are currently WIP. If you have thoughts and opinions and can find me a source backing up your claims, please feel free to put them in the thread or on Discord/forums where then can continue to be collated for me.

What am I doing while this is being vetted? Why I am breaking ground into future balance changes in 1.2! As stated elsewhere on these forums, I am looking into the arable land balance of the game making changes to them. Since these changes have the potential to upend the world economy, I’m getting this branch settled early so we have as much time on our end to iterate on its balance. I will also take feedback from players upon 1.1s upcoming release, then look into tweaking other resources’ balance and such. There are always a few things to tweak!And that’s it for this dev diary, with this little peek behind the curtain of work being done I am now going to return to it and read through the QA feedback. Then do some further balancing as needed and my work for Patch 1.2.Patch 1.1 is planned to release before the end of the year and it's already November so it's not that far away in the grand scheme of things. Next week we will talk about some more of the changes in that patch.



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