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[公告] HWRM2.0更新日志粗翻

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发表于 2016-6-7 11:55:30 来自手机 | 显示全部楼层 |阅读模式
?        Note: All prior in-game saves are no longer valid. Campaign progression is still valid; you just have to restart any missions you are currently on.
注意:所有游戏内的存档都会失效,但是战役进度仍然有效,只是每个关卡必须从头开始玩

Gameplay
游戏性
?        Entire game rebalanced. (Singleplayer and MP!)
整个游戏再平衡(单人和多人)
?        Formations have been completely rewritten to better support HW1 formations
阵型系统整个重写,更好地支持家园1阵型
?        Formations will break on combat into combat groups based on the ships that are part of the formation. This is to more closely emulate HW1 and to make sure that ships perform as optimally as you would expect.
为了更好地模拟家园1并最佳化舰船表现,阵型会在交战时根据组成阵型的舰船类型以战斗组为单位散开
?        Formations have a unit cap depending on the ships and formation used. This is to ensure formations are as effective in combat as possible and so that the game performs at a reasonable speed.
阵型根据类型和船只的不同存在人口上限,这是为了尽可能确保阵型的作战效率和游戏运行速度
?        All ships have been rebalanced to work with formations
所有船只为了适应阵型而进行再平衡
?        All ships have had a pass to improve flight dynamics and engagement behaviors.
所有船只都有了飞行动力学和交战行为的提升途径(?)
?        Weapons will now use ballistics when set to do so. (Many ships are set to this by default now.)
现在设置了弹道的武器会使用弹道(大部分舰船已如此设置)
?        Tactics have been split into "Rules of Engagement" and "Stances" to better emulate HW1 and HW2 gameplay at the same time. (Hot keys updated accordingly.)
战术分为“交战方式”和“对敌姿态”以更好模拟一代和二代的特性(热键已据此更新)
Rules of Engagement:
交战方式:
?        Offensive. Ships will attack all enemy ships that enter range.
主动:舰船会攻击范围内的任何敌船
?        Defensive. Ships will retaliate against attackers of allies and themselves.
防御性:舰船会在己方和友军受到攻击时进行反击
?        Passive. Ships will not retaliate, even when fired upon.
被动:舰船就算挨打也不会还手
Stances:
对敌姿态:
?        Aggressive. Aggressive strike craft receive bonuses to weapon damage but penalties to speed. Aggressive ships will fight at closer ranges and will fight and stay in formation during combat.
强攻:强攻时机艇获得武器伤害加成但是速度被削 强攻中的舰船战斗中会更加靠近敌人,并保持阵型
?        Evasive. Evasive strike craft receive bonuses to speed, acceleration, and take reduced damage. Evasive ships will break formation as soon as they enter combat and attempt to dodge incoming fire. Evasive strike craft fight at longer range. This stance is intended as a delaying or harassing action.
游击:游击时机艇获得速度,加速度加成,伤害被削 游击中的舰船会在交战时脱离阵型并规避炮火 机艇游击时会在更远的距离交战 该姿态用于骚扰和拖延敌人
?        Neutral. Normal power shunting, ships receive no bonuses or penalties. (Default)
正常:正常的火力,舰船无任何加成(默认)

?        Ships will now automatically try and fly away from large ships that are about to explode. (Splash damage is much more meaningful now.)
舰船会自动逃离即将爆炸的舰船(殉爆伤害现在更加可观)
?        Ship Dock Holds and UnitCaps have been reworked to account for HW1 and HW2 ships being traded/salcapped and to allow a more flexible system for modders.
舰船的泊位和人口重做,统计一代和二代赠送/捕获的船只,为modder提供更加灵活的系统
?        2p_Shields start locations tweaked for more balanced gameplay.
地图【2p_Shields】起始位置变动
?        4p_ironcurtain, 4p_lostfalls start locations fixed to not cause rush protection damage
地图【4p_ironcurtain】和【4p_lostfalls】起始位置修正以避免被防rush系统误伤
?        5p_treeoflife, 8p_hyerspacearena, 8p_scattered, 6p_radialsymmetry – RU locations and amounts better balanced
地图【5p_treeoflife】【8p_hyerspacearena】【8p_scattered】【6p_radialsymmetr】RU位置和储量平衡
?        Swarmers now refuel much more effectively.
细胞燃料补充更有效率
?        Waypoints can now be closed, creating a patrol loop. Ships can leave their patrol to attack enemy units encountered while on patrol and return to the patrol based on their Rule of Engagement or even ignore enemies altogether.
路径点可形成闭环回路,生成巡逻路线,舰船会脱离路线进攻沿线敌船,过后继续巡逻,行为与战术有关,可能完全无视敌人
?        HW2 Mission 2 – Elite Bombers are granted correctly now.
家园2第二关:精锐轰炸机正确给予
?        Lagging is much less likely to cause a desync now.
卡顿很不容易造成超同步
?        General MP game desyncs are much much rarer now.
超同步在正常多人游戏中非常非常少见
?        Drones no longer count as ships when calculating relic value
无人机不再计入船只数量统计
?        Relic game mode balance/behaviors tweaked.
遗迹游戏模式平衡/行为调整
?        New Magnetic field used for Tai_DefenseFighter, Tai_FieldFrigate
?        Carriers Only game mode rebalanced
泰坦护卫机,防御场护卫舰使用新的磁场
?        Races can now have race specific formation variations.
不同的种族可以使用特色阵型
?        Various research requirements tweaked to better balance game.
很多研究需求变动
?        Dockpaths for Capital Ships, Motherships reworked to be quicker/more efficient.
主力舰,母舰停泊路径重做以提升效率
?        The salvage capture command can now be issued to multiple targets.
一代捕捉命令的目标可指定多个单位
?        Salvage capture corvettes will now stop chasing a target if it becomes obscured by fog of war.
救援艇会停止追逐进入战争迷雾的目标
?        Added a selection modifier to select all ships not in any strike group. (Mapped to the "-" key by default).
增加一种框选形式,选取不在任何攻击组中的单位(默认为【-】键)
?        Fixed various drone frigate issues including some targetting issues, removing command "response" audio from drones, an issue with CPU players spamming activation, and drones sometimes not being properly destroyed.
修复无人机护卫舰的问题,包括瞄准问题,移除无人机的回应语音,解决了AI无人机(spamming)激活(?)和有时不能正常被毁的问题
?        Cleaned up some issues with changing targets when the kamikaze command is running.
解决了自杀指令目标变动时的一些问题
?        Fixed a possible crash when cancelling a waypoint move command with no waypoints set, then issuing a move command.
修正了一个可能的跳出问题(无路径点设置时取消路径点并下达移动指令)
?        Fixed some docking issues with ships carrying back large salvage chunks (and fixed an issue with Homeworld 1 resource collectors not being able to return salvage to carriers).
修复舰船携带过大的残骸停泊时的问题(并且修复了一代采集船无法采集残骸回运载舰的问题)
?        Ships running a capture or salvage capture command will break out of it if the target hyperspaces.
当目标超空间离开时,执行捕捉命令的舰船会停止执行命令
?        Hyperspace inhibitor and defense fields will now stay active if salvage capture corvettes are latched on, but they aren't at the "returning with capture" stage.
超空间抑制和防御场在救援艇附着时仍然有效,但不处于(带着捕获返回?)阶段
?        Fixed an issue where the Homeworld 1 scout speed boost could stay on permanently.
修正一代侦察机能够永久加速的问题
?        The magnetic field is no longer visible through fog of war.
磁性场在战争迷雾中不再可见
?        Fixed the GravWell Generator so the hyperspace command is more reliably disabled when the gravity well is active.
修正重力井发生器,超跳命令在重力井内不会有效
UI

?        UI is now contextually aware of what the ships are doing. The Move Icon highlights when the ship is executing a Move Order, cooldowns are represented on the icon, and available formations/active formation highlights.
UI与舰船行为联系更为紧密,当舰船移动时,移动图标会高亮,技能冷却会体现在图标上,可用/使用的阵型高亮显示
?        Formations are now represented as single icons in UI. (Option to use previous flat view is in the options.)
阵型用单一图标表示(可选择采取之前的显示方式)
?        Launch menu performance optimized. (Also uses grouped icons. Same option to use flat view affects this as well.)
发射界面优化(使用了图标组,同样可设置为之前的显示方式)
?        Marine Frigate capture button is now properly displayed.
登陆舰捕捉图标正常显示
?        Timer moved over to allow for better layout of subtitles and other items.
计时器调整以便更好地显示字幕和其他东西
?        Subtitles are forced on in tutorials. This fixes a lot of odd issues with tutorial progression we were seeing.
教程中字幕强制显示,避免了很多奇怪的问题
?        Chat screens cleaned up to layout and display “Left the game” messages better.
聊天界面清理以显示“离开游戏”的消息
?        Game saved text is displayed when a game is quick saved now.
快速保存时会显示“Game saved”
?        Cursor is more contextually aware of the player’s commands
鼠标能够更好地反映出玩家的指令
?        Stances/Rules of Engagement icons changed to match TO icons and to be more consistent in general
交战方式/对敌姿态图标改变以匹配战术标识,并且更加一致
?        Invalid save games are not displayed to user or are greyed out depending on reason.
无效的存档不会显示或者变灰
?        Population Cap screen optimized
人口信息界面优化
?        MP Lobby views now auto-refresh, unless disabled.
多人大厅界面自动刷新,除非禁止
?        Fixed an issue where chat messages sent to CPU players would be sent to the host of the game.
解决了发送给AI的对话会发给建房的玩家的问题

Visual/Rendering
视觉/渲染
?        Dust clouds, veins, and Nebula are much easier to see.
尘云,尘带,星云更容易被看到
?        Various ships have had visual tweaks to improve appearance. (Geometry, texture, animations)
大量舰船外观改进调整(形状,贴图,动画)
?        Sensors screen visual fidelity updated. (Rounder shapes, clearer tactical dots). Red tactical docs are now scalable in options screen for really high rez monitors.
感应器界面逼真度更新(更圆,战术点更少)红色战术点大小可在选项中调整
?        Game will no longer crash on load when primary screen is in portrait mode.
在主显示器为纵向模式时,读取游戏不再导致跳出
?        Lens flares: fixed to be occluded as intended by designers.
镜头炫光:会如设计者所愿被正确阻挡
?        Engine Glow/Burn/Trail visuals improved slightly and performance optimized.
尾焰尾迹改进,效果优化
?        Merged all Goblins into ship meshes to improve performance. (Goblins no longer supported)
将所有细节部分整合到船体上改进效能
?        Command Line: Added -fakeFullscreen option. Allows use of a fullscreen window that does not capture the device. Use this option at your own risk as it is not officially supported.
命令行:增加-fakeFullscreen 允许不根据设备进行全屏,不被官方支持,后果自负
?        Command Line: Added -facetCount=XX option. Draws screen in vertical slices to prevent distortion, 'bends' the view. Can allow for 360 degree rendering, etc.
命令行:增加-facetCount=XX 垂直绘制屏幕避免失真,扭曲视野,允许360度渲染,等
?        Fixed a few mismatched portrait icons.
修复个别不匹配的(?)图标
?        M02 sun and flare now align correctly.
M02的太阳和眩光正确对齐
?        EZ13 mission performance greatly improved.
EZ13表现力极大提升
?        Game will try and use a discrete GPU rather than integrated GPU when available. This applies to Windows Vista and Windows 7 only. Windows 8 and Windows 10 users are advised to ensure a profile exists in the vendor's control panel to ensure optimal performance.
游戏会尝试使用独立GPU而非集成GPU,仅支持win7和vista,建议win8和win10用户在控制端确保优化表现
?        OpenGL initialization improved to compensate for legacy overlay rendering performed by 3rd party software. While 3rd party overlays are not officially supported, overlays should no longer cause inappropriate translucency ordering or difficulty streaming.
?        Added DOK badge.
加入卡拉克沙漠舰徽
?        Capture/Latch points refined.
捕捉/附着点重整

Misc
杂项
?        Various Localization fixes.
大量本土化调整
?        Executable load time improved by removing most DLLs.
移除大量dll,加载速度提升
?        Removed DirectX 9 dependency check on startup.
移除dx9检测
?        Russian save games now work properly.
毛子能够正常存档了
?        Keybindings in Russian and other languages are now consistent with English.
俄语和其他语言的键位设置与英语一致
?        Handfull of new keybindings/adjustments. See keybindings menu for details.
很多新的键位设置,详情查看键位设置界面
?        Plus key bound to selecting ships not in a Formation.
增加选择不在阵型中的船只的按键
?        NumPad now works correctly.
小键盘正确工作
?        Removed necessity to sign up for SHiFT to play MP.
多人游戏不必注册SHiFT
?        Selections using mouse input should feel a lot better in general.
鼠标选取有更好的赶脚
?        Improved level load times.
提升关卡读取速度

Modders
坑死modder项
?        Added Scenario system to allow saving and playing back of starting fleet arrangements. (-loadScenario/-saveScenario)
增加剧本系统,允许保存/回放初始舰队安排(?)
?        Added dropdown menu control.
增加下拉菜单控制
?        Buttons now have the ability to have different behaviors based on if the alt/shift/ctrl keys are being held down. Tooltips react to inform players of changed functionality.
按钮现在根据是否按下alt/shift/ctrl会有不同的功能,提示也会做出正确反应以告知玩家功能的变化
?        Ship turrets are instanced, allowing the base game assets to be easily modded via the new mod patching system that allows base assets to be nondestructively altered.
舰船炮塔实例化,允许基础的游戏文件更容易通过新的mod补丁系统进行修改(一个可以不覆盖原文件就能修改的系统)
?        .HOD format has been updated. HODOR/RODOH updates to come in the near future.
hod格式更新,hodor/rodor稍晚更新
?        Ship performance and behaviors can now be modified depending on what stance they are in. Formations also share these modifiers and can stack on top. Bullet speed, firing rates, weapon damage are just some of the things that can be changed. A formation of Laser Corvettes can turn incrementally slower as more ships are added to the formation or accelerate faster as the formation gets smaller due to losses.
舰船的表现和行为根据其对敌姿态的不同可以进行修改,阵型也会据此作出调整并可置顶(?)弹速,射速,伤害及很多其他的东西都能调整,如可使一个激光艇阵越庞大,转弯越慢,越精简,瞄的越快
?        New flight maneuver abilities allow for more intuitive behavior- for instance it is now possible for fighters to slow down during their attack run to maximize time on target and speed up when coming back around. This behavior feeds into the ballistics system-ships caught going slower during a strafing run are easier to hit.
新的机动能力允许更直观的行为,例如战机能够在攻击航线上减速以最大化伤害,并在脱离航线上加速离开。该行为结合弹道系统导致舰船在攻击航线上缓慢移动时更容易被命中
The original, Homeworld 2 classic requirement for a ship to be mine-laying capable before it will consider firing at missiles/torpedoes/mines has been removed. Additionally, all missiles/torpedoes/mines have been separated from the generic attack class “projectile” to provide ease-of-use for mod authors wishing to create ballistic anti-missile/torpedo defense systems.
原版家园2要求舰船必须具备扫雷能力才能攻击导弹/鱼雷/机雷的限制被移除。并且,所有的导弹/鱼雷/机雷的攻击级与正常的“projectile”级分开以方便希望制作反导防御系统的mod作者
发表于 2016-6-7 11:57:57 | 显示全部楼层
屌。。。。。。
发表于 2016-6-7 12:11:27 | 显示全部楼层
屌炸天……我已经无法想象Modders们看到这东西时脸上的表情了……

点评

表情?简单而言,就是——“烦死啦为什么会这么烦!”“不行不行我要弃坑!”诸如此类……  详情 回复 发表于 2016-6-7 14:24
发表于 2016-6-7 14:24:07 | 显示全部楼层
wngliling 发表于 2016-6-7 12:11
屌炸天……我已经无法想象Modders们看到这东西时脸上的表情了……

表情?简单而言,就是——“烦死啦为什么会这么烦!”“不行不行我要弃坑!”诸如此类……

点评

我只能说:你们摊上大事儿了……HIAHIAHIA~~~  详情 回复 发表于 2016-6-8 08:08
发表于 2016-6-7 15:28:48 | 显示全部楼层
等着更新还不开始,郁闷
发表于 2016-6-7 17:11:28 | 显示全部楼层
视觉/渲染里的倒数第3条没翻译....................
发表于 2016-6-7 21:42:45 | 显示全部楼层
这下子工作量变大了
发表于 2016-6-8 05:50:23 来自手机 | 显示全部楼层
gbx:第一阶段付费测试已经结束
发表于 2016-6-8 08:08:40 | 显示全部楼层
情报官尼娅森 发表于 2016-6-7 14:24
表情?简单而言,就是——“烦死啦为什么会这么烦!”“不行不行我要弃坑!”诸如此类……

我只能说:你们摊上大事儿了……HIAHIAHIA~~~
发表于 2017-3-27 08:17:26 | 显示全部楼层
感謝辛苦分享!!!
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