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钢铁雄心4开发日志 | 8/24 游戏基础质量改进

2022-09-07 19:08 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Heat of Iron 4 Developer Diary | Quality of Life Improvements

Arheo, Game Director - Hearts of Iron


Greetings all,

大家吼!


Due to a misplaced carrier pigeon, today's dev diary will not be on modding changes, but will instead focus on a variety of minor and QoL changes coming in the Avalanche patch accompanying By Blood Alone.

由于有只信鸽错位,今天的开发日志不会着眼于mod改动,而是关注随唯有浴血BBA一起更新的“雪崩Avalanche”版本号中的各种小改动与游戏基础质量改动(译注:Operation Avalanche指盟军入侵意大利战役中的登陆萨莱诺作战,自1943年9月9日开始)。


This list is by no means exhaustive: we'll cover the more impactful changes here and still give you plenty of juicy items to discover in the patch notes.

这里列出的内容当然没法做到毫无遗漏:在这里我们将仅介绍一些影响较大的改动,并在补丁附记里呈现更多干货。


Armor Piercing

穿甲深度


Those of you who routinely peruse the forums may have noticed me discussing details on our change to the piercing formula, but it serves to draw attention to it here, in a more visible light.

经常在论坛冲浪的朋友可能已经注意到我在讨论一些改变穿甲公式相关的细节,但这都是为了能让大家聚焦于此来更直观地了解。


In the Avalanche update, we're reworking the binary nature of the piercing vs armor calculation to act in a somewhat more realistic way, as well as to make designing your divisions and equipment a little more nuanced.

在“雪崩Avalanche”更新中,我们重做了穿甲与装甲计算之间的二元性,使其在某种程度上更加真实,同时也使对步兵师和装备的设计更加微妙细致。



Prior to BBA, the damage of divisions making attacks against an armored target would be reduced by 50% if their piercing stat was less than the armor value of the target. In BBA, the thresholds described above will be in play.

唯有浴血BBA之前,如果师部队的穿甲值小于目标的装甲值,那么对装甲目标进行攻击的伤害将减少50%。在唯有浴血BBA中,上述阈值仍将发挥作用。


There have been some minor changes to piercing values on equipment, but we intend to avoid making any major changes here until we see the effect of this change on player habits. Any balance changes will of course be applied in our regular patching schedule.

装备上的穿甲有些小改动,但我们打算在查明这一改动对玩家习惯的影响前,避免对其进行任何重大改动。当然,所有平衡方面的变化还是会应用于常规补丁计划中。


Piercing also plays an important role in naval combat, and we haven't forgotten about it here. In naval combat, the piercing vs armor mechanic affects the critical hit chance (simulating penetration hits) of individual naval guns against a target, and we've added the following thresholds:

穿甲在海战中也起重要作用,在这里我们也没忘记它。在海战中,穿甲与装甲的机制会影响单门舰炮对目标的暴击率(模拟击穿),而我们已经添加了以下阈值。



You'll notice we've added an extra threshold here. This goes some of the way towards simulating extreme overmatching, and brings a small extra potential bonus for super heavy guns (assuming you hit what you're aiming at).

大家可以看到,我们在这里增加了一层额外的阈值。这在某种程度上模拟了极端超杀,并为超重型舰炮增加了一项额外的小加成(当然这是假设你打中了瞄准的目标)。


These values can of course be modded, and support the addition of new thresholds for those in need of atypical or more gradual curves.

这些数值当然可以由mod调整,并支持为那些需要非典型或更渐进曲线的人增加新的阈值。


Design Comparison

设计比较


The ship, tank, and plane designers now have access to an additional tool when designing equipment

舰船、坦克和飞机设计器在设计装备时可以使用一个额外的工具。



This comparison window allows you to select a variant to compare against the variant you are designing. The comparison variant does not need to have the same equipment type as the one you are designing, and assists in the creation of specialized variants with a frame of reference. The stats comparison markers are displayed in context to the design you are editing:

这个比较窗口允许你选择一个变体来与正在设计的变体进行比较。进行比较的变体不需要与正在设计中的变体拥有相同的装备类型,并且可以帮助你在创造特化的变体时拥有一个参考框架。统计数据的比较标记会在你正在编辑的设计中显示:



Here, we're comparing the German starting heavy tank to the Panzer II light tank.

在这里我们比较的是德国开局重型坦克与II号轻型坦克。


You can select a comparison variant from among any types you own or have licensed or captured, and for owners of La Resistance from among any countries which you have matched the highest corresponding intelligence tier for.

你可以从你拥有的、获得许可的或缴获的任何类型中选择对比变体,而对于拥有抵抗运动LaR的玩家,你可以从你已拥有最高情报等级的任意国家中选择变体。


In short, this gives you a tool with which to plan your designs in order to counter your opponents’ equipment.

简而言之,这给你提供了一个规划设计的工具,专门用以对抗对手的装备。


War Support

战争支持度


In Avalanche, we’re making some significant changes to war support. Over the course of the game's lifespan, war support has gradually plummeted in terms of relevance both due to power creep in country content (something we're starting to take an active interest in addressing in general), and due to the ease of trading in political power thanks to war propaganda.

在“雪崩Avalanche”更新中,我们将对战争支持度做出一些重大调整。随着游戏本身的周期发展,战争支持度的重要性也逐渐跌落,这既出自国家内容强度膨胀的影响(这是我们开始积极关注与解决的整体问题),也有战争宣传决议中用政治点数换取战争支持度相当容易的问题。


War support is intended to serve as an abstraction of a population's willingness and capability to engage in the war effort, on a military and civilian level. As such, war support has one important new effect:

战争支持度的本意是,以抽象概念来体现民众在军事和民事层面上参与战争的意愿与能力。因此,战争支持度有一个新效果:



Note we have also improved the tooltip for war support and stability to include the base value plus any changes from events and focuses.

请注意我们还改进了战争支持度和稳定性的提示栏,包括基础值和来自事件与国策的任何变化。


While at war, war support has a scaling negative effect on the stability of a country, simulating the dissatisfaction of the civilian population at the predicament they have been placed in. War support is now something you will need to care about during a war, and further changes have been made to accentuate this:

在战争时期,战争支持度对国家的稳定度有按比例确定的负面影响,以模拟普罗大众对于被拖入困境的不满。如今支持度在战争期间也是需要注意的一个要素,为了强调这点我们也作出了以下改动:


All sources of ticking war support (weekly) have been removed or changed into flat bonuses.
所有提高战争支持度(每周增长)的途径都已移除或改为单次奖励。

Taking casualties during war will now contribute to a gradual ticking war support malus replacing the malus that was previously only used by abilities such as Force Attack.
战时承受伤亡现在将会形成一个逐渐增长的战争支持度的负面修正,取代原先仅在使用强制攻击等指挥官技能时触发的负面修正。

The war support malus from strategic bombing has rebalanced to be in line with the above.
重新平衡遭受战略轰炸产生的战争支持度负面修正,以此适配上述改动。

The war support malus from sunk convoys has been rebalanced to be in line with the above
重新平衡运输船被击沉而产生的战争支持度负面修正,以此适配上述改动。


The three components described above are now the main sources of reduced war support while at war, and give you a strategic reason to pace offensives and conduct campaigns in an intelligent manner.

上面提到的三大部分现在是战时战争支持度降低的主要来源,同时也会给你一个规划进攻节奏及理智地发动战役的战略理由。


'Infinite' war propaganda decisions have now been removed. This was a trivial way to increase war support in the mid-late game, and combined with the availability of political power, resulted in very little meaningful way to reduce a target nation's war support.

“无限”的战争宣传决议现已移除。这是在游戏中后期里轻松提高战争支持度的手段,再加上大量可用的政治点数,导致降低目标国战争支持度的方法几乎没有实效。


Instead of war propaganda against countries, war support decisions now target one of the three main maluses:

不再针对国家进行战争宣传后,战争支持度相关决议改为针对三大主要负面影响之一:



These decisions will offset the maximum negative trend of each of the three negative components, and gradually increase it to a maximum of zero. In short, war support can no longer be arbitrarily increased outside of focuses, events, and unique decisions - it must instead be managed.

这些决议将会抵消三大负面效果的最大影响上限,并使其慢慢增长到数值为0的最大值。简而言之,战争支持度不再能由国策、事件和独特决议以外的方式随便增加,而是需要妥善管理。


As you will note, the base, generic war propaganda decision currently remains, but may only be used to increase war support if below 50%.

大家会发现,通用的战争宣传决议目前还在,但只能在战争支持度低于50%时使用。


This is a significant change we will continue to monitor, but we are happy with the results we've seen so far.

我们会持续关注这一项重大改动,不过目前为止我们都对效果相当满意。


Armored Trains and Logistics Strike

装甲列车和后勤打击


Since the release of NSB, we (and many of you) felt that the Logistics Strike air mission was too strong. This is, in part, due to an oversight which did not apply state-level AA disruption effects to it - this has been fixed.

自从绝不后退NSB上线之后,我们(以及大部分玩家)都认为空军的后勤打击任务太强了。其中部的分原因,是地区级别的防空干扰的效果并未应用于后勤打击的疏忽——这点已经进行修正了。


Correspondingly, a further issue with armored trains has been fixed, meaning that they will once again be vulnerable to damage from Logistics Strike, albeit at a much reduced rate compared to other varieties of train.

对应于此,涉及装甲列车的另一个问题也已经修复了,虽然它们将会受到后勤打击的伤害,但比其他类型的列车所受伤害要少很多。


However, to further balance this out versus the current live version, armored trains have now learned to use their AA guns:

不过,为了进一步平衡此项与当前版本,装甲列车现在学会了使用它们的防空炮:



We previously decided against this approach due to the relatively minor impact that armored train AA had on the grander aviation situation in the war, however thanks to the ministrations of one of our excellent coders, we have arrived at a solution whereby armored trains will only inflict damage to planes actively attacking them on a logistics strike mission. You will be able to track this explicitly in the air region details menu:

我们以前认为,战争中的装甲列车防空炮的影响对更为宏大的空战局势而言微不足道,从而否决了这个机制,不过得益于一位优秀编码员的努力,我们有了解决方法:装甲列车只会对执行后勤打击任务时主动攻击的飞机造成伤害。你可以在空域细节菜单中准确地查看细节:



AI Tank Strategy

AI 坦克策略


You should now notice a somewhat more sensible use of armored divisions by the AI. The AI can now be encouraged to use tank divisions on any particular frontline, and we have added some generic situation triggers to make this happen more regularly.

大家现在应该能发现,AI多少能更合理地运用装甲师了。现在可以鼓励AI把装甲师用在某条特定的前线里,我们也加入了一些通用的情况触发器以让AI更常使用装甲师。


Note this does not yet translate to using tanks in the same sort of pincer-encirclement that players tend to use. This is a notably non-trivial problem to solve, but is on our wishlist for future investigation.

请注意,这并不是说AI会用坦克打出玩家偏爱的那种钳形包围。这是一个值得关注的非琐事类未解决问题,但也在我们未来探索的愿望单上。


Allied Logistics

同盟后勤


You will now be able to open the logistics menu for subjects and faction members through the diplomacy menu. This gives you a better real-time view of your allies' equipment situation, and helps plan a better lend-lease strategy:

现在你可以从外交界面里查看附庸以及阵营成员的后勤菜单了。这可以让你看到盟友实时的装备状况,并帮助你更好地规划租借策略。



It goes without saying that any actions usually available through this menu (destroy equipment et al) will be locked for observing countries. While we toyed with the idea of making this available based on intel, this proved to be far too powerful a tool in the wrong hands.

不用说也知道,在观察他国时,任何在该界面通常可用的行动(摧毁装备等)都将被锁定。虽然我们有过根据情报等级让摧毁装备行动可用的念头,但事实证明,这项行动在错误的人手上会成为一件无比强大的工具。



翻译:月蚀 视力不好的胡德

校对:zzztotoso 三等文官猹中堂


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