钢铁雄心4开发日志 | 4/7 补给系统和本年度计划初览
牧游社 牧有汉化翻译
HOI4 Dev Diary - Early look at at supply and the coming year
podcat, Oberkommando HOI4
Hi everyone and welcome back to regular weekly dev diaries (if you don't count the april fools one last week). I know you are all super excited to hear what we have been up to since Battle for the Bosporus. The answers to that are going to take a few dev diaries to cover, so I figured I would start with a timeline for you:
大家好哇,欢迎来到恢复了常规更新的开发日志(如果上周愚人节日志不作数的话)。我知道你们都超级赛艇,想知道自从为博斯普鲁斯而战BfB发布后我们都在做些什么。答案需要几篇开发日志来说明,所以我想我会以一个时间线来开始给你们讲:
We recently released 1.10.4 to fix various multiplayer exploits going on, but seems an important case was not detected at the time so we are working on a 1.10.5 to address that soon.
我们最近发布了1.10.4版本号来修复各种多人游戏的漏洞,但似乎有一个重要的情况在当时没有被检测到,所以我们正在开发1.10.5版本号来尽快解决这个问题。
Pdxcon is coming up in May so expect to hear some more details there.
Pdxcon将于5月举办,敬请期待更多细节。
The yearly anniversary is coming in June so expect some cool stuff and a patch.
周年庆将于六月举办,敬请期待更多酷炫玩意儿与一个新补丁。
We are however spending most of our time on the 1.11 Barbarossa update as well as the unannounced expansion that will be released together with it. That's what we will spend most of our diaries on, as well as today!
然而,我们将大部分时间花在1.11版本号“巴巴罗萨Barbarossa”更新以及将与之一起发布的扩展包上。这些内容将是近期日志的主题,今天的内容也包括在内。
'Barbarossa' and the unannounced DLC will focus on the Eastern Front and the core of Hearts of Iron, which is warfare - particularly land warfare. Historically the Eastern Front was without doubt the most important front for World War II. It was the largest confrontation in history and is where Hitler's expansion was first stopped and pushed back signaling the eventual doom of the axis powers.
巴巴罗萨Barbarossa与未公布的DLC将聚焦于东线与钢铁雄心的核心——战争上面,尤其是陆战。从历史上看,东线无疑是二战最重要的战线。这是历史上最大规模的对抗,也是希特勒的扩张第一次被终结与逆转的地方,标志着轴心国的最终末日。
There are several areas we want to improve here. Weather does not feel impactful enough, while historically it had a massive impact. Logistics currently doesn't have much player interaction and is mostly something you have to deal with only when problems appear, and finally the combat and division meta has been stable (with an emphasis on large divisions) for a long time - something we hope we can shake up. As you can imagine, these are all things that affect the game on a deeper level and take a lot of work to get right.
我们有几个方面想要改进。目前游戏里的天气影响并不大,但历史上它的威力相当可观。后勤机制目前没怎么玩家互动,大多只是在出现问题的时候你才需要解决的事情。最后,战斗与步兵师的元数据已经稳定很久了(尤其是大型步兵师中)——有时我们希望可以改变它们。正如各位所想,这些都是从更深层次影响游戏的东西,所以需要花很多功夫才能做好。
Today, I'll give you guys a bit of an overview on the supply aspect, but fair warning: it's early days and stuff may still change here before we're done. I'll probably spend 3+ diaries on supply over the course of the development to cover everything, but I figured it would be nice to hear about the overarching ideas.
今天,我会给你们介绍一下补给方面的情况,但先说好:现在开发还处于早期阶段,在我们完成前,内容可能还会发生变化。在开发过程中我可能会花3篇以上的日志来涵盖所有内容,但如果能听到大家对内容整体的想法就更好了。
The old system worked by having discrete supply areas pathing back to the players capital and keeping track of the bottlenecks. To simplify a bit - those bottlenecks then decided how many units could fit into areas near the front without penalties. The areas themselves were unintuitive to players and required you to check multiple mapmodes to see if you stepped over an edge etc. I do like bottleneck systems though, because feedback is usually immediate, but it suffered from not having much scaling cost as distances increased, so it was hard to use it to limit snowballing. As I mentioned it was also a system you didn't care too much about until you had problems, while historically, logistics was a vital part of planning a campaign. This led to combining the issue with another gripe of ours - that the way fronts moved in WW2 often followed important railroads, but don't really in HOI4. We came to the conclusion that we should try and make a system focused on railways and with a truck based component as a way to get more out of it when away from the rails.
旧系统是基于分散的补给区域运作的,这些区域的补给路径通往玩家的首都,系统追踪这个路径上的瓶颈。简单来说,这些瓶颈决定了玩家有多少部队可以在没有惩罚的情况下进入前线附近的区域。这些区域对玩家来说并不直观,需要你检查多个地图模式,看看你是否踩到了边缘等等。其实我很喜欢瓶颈系统,因为反馈通常是即时的,但其问题在于,随着距离的增加,其规模比例成本并没有多少变化,因此很难限制滚雪球。就像我说过的,这是个在你遇到问题前不会太在意的系统,然而从历史上看,后勤是策划一场战争中的重要组成部分。这就导致我们把这个问题与另一个问题结合起来——在二战中,移动到前线的方式往往是通过重要的铁路进行移动,但在钢铁雄心4中并非如此。我们得出的结论是,应该尝试制作一个专注于铁路的补给系统,并将卡车作为远离铁路时的一种基础移动方式。

In our new system, supply flows from the capital (the total amount available depends on your total industrial base) through railways, where the level of the railway acts as a bottleneck. To transport more, you need a higher level railway (or a bigger port if it goes over water) so the railways are the current bottlenecks in a way. Depending on how much supply is transported you need a certain amount of trains for the rails to perform. Trains are a new equipment type that we will dig into in a future diary (well actually, several types ;P)
在我们的新系统中,补给从首都(可用总量取决于总工业基础)通过铁路流动,铁路的水平起到了瓶颈的作用。要想运输更多的物资,你需要更高等级的铁路(如果是水上运输,则需要更大的港口),所以铁路在某种程度上是目前的瓶颈。根据运输物资的多少,你需要一定数量的火车来让铁路发挥作用。火车是一种新的装备类型,我们将在未来的日志中深究(好吧,其实是几种类型;P)。
An important part of railways is that they are capturable, so as you push into enemy territory you will want to make sure to hold vital railways and capture railway hubs to supply your troops. There is a conversion time here to model the fact that there was usually some repair or re-gauging that needed to happen for attackers.
铁路的一个重要设定,在于它是能被占领的。所以当你推进到敌方领土时,你要确保守住重要的铁路,并夺取铁路枢纽来支援你的部队。这里有一个转换时间,以模拟攻击者通常需要维修或重新测算的情况。

后勤容量
火车:
需要:483
库存:425
已满足:87%
卡车:
需要:1006
缓冲:2135
库存:0
已满足:100%
运输船:
需要:73
收到:73
库存中:1064
已满足:100%

Mapmodes are still quite WIP这个地图模式依然处于开发中
Rivers also had a huge importance on the eastern front for transport and supply so they will work essentially like basic railroads now, where you need to control both sides of their banks to use them to ship supplies around.
河流在东线的运输和补给上也极其重要,所以它们的工作原理基本上会像现在的基建铁路一样,且你需要控制它们的两岸,利用它们向各地运送物资。

Supply is drawn from what we call Supply Hubs now, which are either cities, naval bases, or manually constructed stations along the rails, which have to be linked into the network. Air supply works a bit differently but we will talk about this in the future along with some other supply additions...
补给来自于我们如今称之为“补给中心Supply Hubs”的地方,这些补给中心要么是城市,要么是海军基地,要么是人工建造的铁路沿线站点,这些站点必须连接到整个网络中。空投补给的运作方式会有些不同,但我们将在未来与其他一些补给方式一起讨论……
The flow of supply from a Hub to a division depends on the terrain/weather etc, and ideally you want to have available trucks here (which is to say, motorized equipment) to increase the amount of supply you get as well as range. Cost of trucks and trains and losses to attrition and bad weather will be a limiting factor on your logistics.
补给从中心到步兵师的量取决于地形/天气等。理想情况下,你需要拥有可用的卡车(也就是摩托化装备)来增加你的补给量以及范围。卡车和火车的成本以及损耗和恶劣天气的损失将是限制你后勤的因素。

Overall, this creates a system where it's strategically sound to fight over railways, prepare for large offensives, to try and bleed each other's logistics capability and to force care when advancing in bad terrain and weather. The result is a much more fun, historical and immersive Eastern Front as well as adding a new layer of invasion planning in the rest of the world.
总的来说,这种改动打造了一个新系统,这个系统需要玩家策略性地注重争夺铁路、精心准备大规模进攻,这个系统考验和压榨战争各方的后勤能力,并能强制玩家在恶劣的地形和天气中推进时用心考量。其结果是模拟出一个更有趣、更有历史感和沉浸感的东线,以及为世界其它地区提供了规划入侵的新层面。
See you all next week for the next diary!
下周下篇开发日志见!
翻译:月蚀
校对:zzztotoso 三等文官猹中堂
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