AI故事叙述者
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AI故事叙述者(AI Storytellers)会制造海盗袭击,资源降落或动物袭击这样的事件。不同的叙述者会讲述不同氛围的故事:
游戏由AI(Artificial Intelligence)故事叙述者驱动。玩家选择的AI故事叙述者会根据当前游戏状况以及它特有的AI设定来决定玩家将会在什么时候遭遇什么事件。一个凶恶的故事叙述者可能会不断发起致命袭击,而一个相对仁慈的故事叙述者可能会派遣贸易队和旅行者来向你寻求帮助。它们会考虑多种因素来挑选下一个事件,如财富、人数、最近的伤亡情况以及自上次重大事件以来经过的时间。
不同的叙述者会对游戏进程产生巨大的影响。每个故事叙述者都有不同的难度可以选择,二者都可以在游戏中进行改变。
默认叙事者
「经典」卡桑德拉
卡桑德拉创造的故事会变得越来越紧张,越来越有挑战性。
她会根据一个经典的曲线来创造故事事件,先推送一些威胁事件,然后给你一些喘息的空间,之后再来一些威胁事件。
「建筑师」菲比
菲比在两次事件之间会给你相当宽裕的时间让你放松地经营殖民地。
注意:如果你选择了较高的难度,她会和其他人一样残酷无情!
「随机」兰迪
兰迪不遵守任何规矩。他会随机创造各种事件,而不管故事的结局是大获成功还是充满绝望。对他来说只是场戏。
警告:兰迪的故事充满了随机性,他有时会创造一些极端的事件或是不公平的事件组,这使得戏剧性更强——不可避免的牺牲。
选项
默认值基于“荒野求生”难度,其大多数属性为1.0或100%。
威胁
选项 | 描述 | 权重 | 和平休闲 | 开拓建设 | 孤星探险 | 荒野求生 | 残暴狂飙 | 冷酷无情 |
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威胁规模 | 调整威胁的大小,如袭击(使用袭击点数)和侵扰,以及任务的难度. | 0% - 500% | 10% | 30% | 60% | 100% | 155% | 220% |
重大威胁 | 允许重大威胁,如袭击, 侵扰,发狂的动物群,坠毁的飞船等. | Toggle | ![]() |
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任务威胁 | 允许任务呈现暴力威胁和挑战。如果禁用,任务将被修改为非暴力任务. | Toggle | ![]() |
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威胁介绍 | 启用在游戏开始时出现的固定介绍性威胁. | Toggle | ![]() |
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动物发狂 | 允许野生捕食者猎杀殖民者. | Toggle | ![]() |
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极端天气 | 允许发生极端天气事件,如 有毒尘埃, 火山冬季和闪电风暴. | Toggle | ![]() |
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Economy
Options | Description | Value options | Peaceful | Community builder | Adventure story | Strive to survive | Blood and dust | Losing is fun |
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Harvest yield | Adjust the amount of materials produced when harvesting plants and crops. This includes harvesting plants and cutting trees. | 0% - 500% | 120% | 120% | 100% | 100% | 95% | 80% |
Mining yield | Adjust the amount of materials produced when mining. | 0% - 500% | 120% | 120% | 100% | 100% | 95% | 80% |
Butchering yield | Adjust the amount of materials produced when butchering. This includes meat, leather, and yield from shredding mechanoids. | 0% - 500% | 100% | 100% | 100% | 100% | 90% | 80% |
Research speed | Adjust the speed of research. | 0% - 500% | 120% | 120% | 100% | 100% | 95% | 90% |
Quest rewards | Adjust the value of rewards given for quests. Note: Quest reward value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. | 0% - 500% | 100% | |||||
Raid loot | Adjust the value of loot carried by raiders. Note: Raid loot value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. | 0% - 500% | 100% | |||||
Trade price disadvantage | When trading, buy prices are increased by this amount while sell prices are reduced by this amount. | 0% - 50% | 0% | 0% | 0% | 0% | 10% | 20% |
Turret rearm cost | Adjust the cost of rearming turrets. | 1% - 100% | 50% | 50% | 75% | 100% | 100% | 100% |
Scaria rot chance | The probability that a corpse will immediately rot upon death, if the creature has the scaria disease. Note: The default settings are designed to exactly balance out the increase in animal count at higher difficulties, so all players get the same meat rewards. | 0% - 100% | 0% | 0% | 33% | 60% | 74% | 82% |
Enemy death on downed | Adjust the extra chance that an enemy will immediately die when downed. This affects the chances to take prisoners, and thus colony population growth rates. | 0% - 100% | 50% | 90% | 100% | 100% | 100% | 100% |
General
Options | Description | Value options | Peaceful | Community builder | Adventure story | Strive to survive | Blood and dust | Losing is fun |
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Colonist mood | A permanent mood offset applied to every colonist and prisoner. Colonists have a base mood of 50%. | -20 - +20 | +10 | +10 | +5 | +0 | -5 | -10 |
Food poison chance | Adjust the chance that a person will get food poisoning from eating a potentially-poisoned meal. | 0% - 500% | 30% | 50% | 75% | 100% | 110% | 120% |
Animal revenge chance | Adjust the chance that injuring a wild animal will cause it to attack. | 0% - 500% | 25% | 100% | 100% | 100% | 100% | 100% |
Infection chance | Adjust the chance that a wound will become infected. | 0% - 500% | 30% | 50% | 75% | 100% | 100% | 110% |
Disease frequency | Adjust the frequency of random disease events. | 0% - 500% | 33% | 40% | 67% | 100% | 105% | 111% |
Insect spawning rate | Adjust the rate at which existing insect hives spawn new insects. Lower values means more time between spawn events. This does not affect whether infestations can occur - only the speed at which active hives produce insects. | 0% - 500% | 10% | 15% | 50% | 100% | 100% | 100% |
Deep drilling infestations | Adjust the chance that deep drilling will trigger an infestation. | 0% - 500% | 0% | 25% | 75% | 100% | 110% | 130% |
Friendly fire | Adjust the chance of friendly fire. Note: This setting only affects direct shots which were going to hit their target. It does not prevent damage from explosions, or from shots which were going to miss their target. | 0% - 100% | 40% | |||||
Colonist instant kills | Adjust the chance that a colonist can die instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead. This only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. | 0% - 100% | 100% | |||||
Map generation ancient threats | Ancient structures may contain dangerous threats. | Toggle | ![]() |
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Map generation natural hives | Dormant insect hives may spawn in natural caves. This setting only applies to map generation and does not affect active insects that may tunnel in during play. | Toggle | ![]() |
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Player tools
Options | Description | Value options | Peaceful | Community builder | Adventure story | Strive to survive | Blood and dust | Losing is fun |
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Player can built spike traps | Player can build traps like spike traps and IED traps. | Toggle | ![]() | |||||
Player can built turrets | Player can build static turrets like mini-turrets, autocannon turrets, and uranium slug turrets. You can still use captured turrets even if this is disabled. | Toggle | ![]() | |||||
Player can built mortars | Player can build mortars. You can still use captured mortars even if this is disabled. | Toggle | ![]() | |||||
Classic mortars | Mortars will not require reinforced barrels to construct or reload, and are balanced for this ease of access.
With "Classic Mortars", mortars are as they were before 1.3. Namely:[Skill?]
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Adaptation
Options | Description | Value options | Peaceful | Community builder | Adventure story | Strive to survive | Blood and dust | Losing is fun |
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Adaptation growth rate | Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how fast the adaptation score grows over time. | 0% - 100% | 0% | 25% | 75% | 100% | 100% | 100% |
Adaptation impact | Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how much the adaptation score affects the difficulty. | 0% - 100% | 100% | 100% | 100% | 90% | 70% | 40% |
Wealth-independent progress mode | Play in a wealth-independent progress mode. In normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Wealth-independent mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony. This is only recommended for those looking for a strict skill challenge. In wealth-independent mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. | Toggle | ![]() | |||||
Years until maximum threat | The number of game years until the wealth-independent mode reaches its maximum threat level. Note that the storyteller will still scale threats according to colonist count and a variety of other factors. | 1 - 20 | 12 |
Ideology
如果未启用此DLC,相关内容将不会在游戏中出现。
Options | Description | Value options | Peaceful | Community builder | Adventure story | Strive to survive | Blood and dust | Losing is fun |
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Low pop conversion boost | With a single colonist of the player's starting ideoligion, conversion chance to his ideoligion is multiplied by this amount. Conversion attempts against them have their impact divided by that amount. With two colonists of the player's starting ideoligion, the effect is halved. With three or more colonists of the player's starting ideoligion, this has no effect. | x100% - x500% | 300% |
Biotech
如果未启用此DLC,相关内容将不会在游戏中出现。
Options | Description | Value options | Peaceful | Community builder | Adventure story | Strive to survive | Blood and dust | Losing is fun |
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Wastepack cocoon infestation | Adjust the chance that a dissolved wastepack will trigger the arrival of insect cocoons. | 0% - 500% | 0% | 25% | 50% | 100% | 150% | 200% |
Babies always healthy | Human babies are always born healthy. Mothers can't die in childbirth or have miscarriages. |
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Disable children | Humans can't become pregnant. Human babies and children will never appear unless you choose them as starting colonist. | Toggle | ![]() | |||||
Child raiders | Hostile raids will sometimes include children. | Toggle | ![]() | |||||
Child aging rate | Adjust the rate at which babies and children will age. | 100% - 600% | 400% | |||||
Adult aging rate | Adjust the rate at which adults will age. | 100% - 600% | 100% |
Commitment mode
Commitment mode, often refered to as "Permadeath mode", is an option when selecting difficulty. The player must choose between "Commitment" and "Reload anytime" mode.
In commitment mode, you only get one save file and can only save when quitting the game. You cannot reload the game to fix mistakes, and only when the colony dies, that's it.
This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact.
Note that once selected, the only way to disable commitment mode is to edit the save file.
Technical info
New colonist events
The formula that calculates the odds of random events that add new colonists has changed in 1.0. It factors in how long a player has been at the location for which the event is generated, and the current population of that colony, including pawns who are traveling on the world map. These events include "refugee chased", "transport pod crash", "wanderer joins" and "wild (human) wanders in".
The following code examples and analysis were provided by user Bar0th on Steam, who gave permission for their inclusion here. To summarize these findings: There is a new variable, "PopulationIntent," which replaces the old variables "desiredPopulationMin," "desiredPopulationMax" and "desiredPopulationCritical." It controls the odds of colonist-adding incidents happening on a particular map. The odds based on the time at location decrease until the 10th day, and the odds based on population decrease until the 20th colonist. (For purposes of this formula, prisoners count as half a colonist.) Once both variables have decreased to their long-term minimum, the odds remain stable. Randy's minimum chance is .08%, while for Cassandra and Phoebe the minimum chance is .02%, so Randy is still the best option for players who wish to reach a large colony size.
PopulationIntent (from StorytellerDef):
populationIntentFactorFromPopCurve x populationIntentFactorFromPopAdaptDaysCurve
minIncChancePopulationIntentFactor
Default = 0.05 (from C#)
Randy = 0.20 (from StorytellerDef)
IncidentChanceFactor_PopulationIntent (from C#):
None = 1
IncreaseHard = Max(0.4 + PopulationIntent, minIncChancePopulationIntentFactor)
IncreaseMedium = Max(PopulationIntent, minIncChancePopulationIntentFactor)
IncreaseEasy = Max(-0.4 + PopulationIntent, minIncChancePopulationIntentFactor)
IncidentChanceFinal (from C#):
baseChance (from IncidentDef) x IncidentChanceFactor_PopulationIntent
Example Event: Wanderer Join (baseChance = 0.4, populationEffect = IncreaseEasy)
Day >= 10, 5 Population (PopulationIntent = 1.0)
Randy: 0.24% (0.4 x Max(-0.4 + 1.0, 0.2) = 0.4 x 0.6)
Other: 0.24% (0.4 x Max(-0.4 + 1.0, 0.05) = 0.4 x 0.6)
- They are the same, because of the high PopulationIntent.Day >= 10, 20+ Population (PopulationIntent = -1.0):
Randy: 0.08% (0.4 x Max(-0.4 + -1.0, 0.2) = 0.4 x 0.2)
Other: 0.02% (0.4 x Max(-0.4 + -1.0, 0.05) = 0.4 x 0.05)
- Here, the low PopulationIntent allows Randy's higher minIncChancePopulationIntentFactor to take effect.So, there doesn't appear to be a hard cap on any of the storytellers anymore. However, some events can become much rarer at high populations (0.02% chance of a wanderer join, 0.08% if using Randy @ 20+ population). Also, for purposes of population calculation, it searches the entire map for pawns of that colony (ie: includes caravans, etc), and it also includes prisoners of that colony (each prisoner counts as half a colonist).
The multiple colony trick works, because it doesn't check all pawns in the map for all colonies, only the one it is currently determining the event for.
Also, you can check the table for the PopulationIntent from the "debug logging menu" while in dev mode. Search for the population, and you can bring up the table. You'll notice that after 10 days (at the top), and populations > 20 (at the left) the numbers remain the same. That's because of the curves in Storytellers.xml:
<populationIntentFactorFromPopCurve>
<points>
0, 8.0
1, 2.0
5, 1.0
9, 0.4
12, 0.0
20,-1.0
</points>
</populationIntentFactorFromPopCurve>
<populationIntentFactorFromPopAdaptDaysCurve>
<points>
( 0, 0)
(10, 1.00)
</points>
</populationIntentFactorFromPopAdaptDaysCurve>
Further investigation and updates are needed.
Trivia
- The "Losing is fun" difficulty is a reference to the game Dwarf Fortress, which also happens to be that game's tagline. More specifically, it refers to Dwarf Fortress lacking a definite ending, as the game will end with the player losing no matter how skilled they are.
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