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钢铁雄心4开发日志 | 10/13 军官团回顾与AI改进

2021-10-22 14:03 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


HoI4 Dev Diary - Officer Corps Recap & AI Improvements

Arheo, Game Director - Hearts of Iron


Hi all, and welcome back to today's developer diary!

大家吼哇,欢迎阅读本篇开发日志!


It can be very easy to get super-focused on details when looking at individual systems or parts of features - something we often tend to do when writing developer diaries. Each week, we're going to give you an overview of a core system that we've so far introduced in parts, and will include all of the changes we’ve made to that system over the course of development, since we first looked at it.

我们在谈及独立机制或功能各部分的时候,很容易过于深入细节——我们写日志时常会这样。每周我们都会分段回顾已经介绍过的核心机制,并借机展示一些开发过程中添加的改动。


In addition to this, we'll also take a look at some changes coming to the AI in No Step Back, so if that's more your jam, feel free to skip to the end ;D

除此之外,我们还会介绍绝不后退NSB中的一些AI改动,如果更中意这部分内容可以直接快进到后半;D



We'll begin with an overview of the Officer Corps:

那咱搞起,先来看看军官团:


This image represents a near-final take on what the office corps screen will look like.
该图片展示了接近最终版本的军官团界面。


As you can see, the branch chiefs, theorist, and military high command have found their way to the officer corps screen, though for ease of access you may still view and appoint them in the country overview screen like before. This kind of change is the sort of thing that comes up during playtesting - while it made sense to collect similar things together, there was no good reason to change the player's flow expectations.

如你所见,各军种首长、军事理论家和最高统帅部都在军官团界面有了自己的位置,但为了操作方便,玩家还是能在国家概览界面中进行查看和任命。这也是游戏测试中常会出现的改动——虽然把类似内容集合起来很正常,但这并不是改变玩家预期流程的好理由。


The manner in which you'll appoint advisors has changed a bit. We decided during the officer corps development process, to make a bigger deal out of the advisor 'level' (specialist, expert, genius) that all non-theorist advisors possess. In addition to adding a flat command power allocation (reduction of max command power) which is reduced by high advisor ranks, political power costs are raised by having a higher rank advisor.

不过任命顾问的形式有了点变化。在军官团的开发过程中,我们决定对所有非理论家顾问的“级别”(大师、专家、天才)来一次大改。因指挥点数被高级顾问消耗,我们新增了指挥点数的配给(减少最大指挥点数),政治点数花费也会随着顾问等级提高。


Branch advisors now grant daily experience gain, meaning stacking your command cadre well is vitally important to the pre-war development of your military. To add to the choices, doctrines now cost experience rather than being something you spend a research line on:

不同军种的顾问现在会获得每日经验值,也就是说妥善安排指挥官对战前发展很重要。为了增加一些选择,军事学说现在会花费经验值,而不需要占用科研条线。


迟滞
学说花费:100.00
基于:
基础花费:100

效果:
所有普通步兵及摩托化/机械化步兵:
组织度:+15
解锁战术:迟滞


For owners of No Step Back, military branches also possess several specialization options in the form of Military Spirits, which are also unlocked with experience:

拥有绝不后退NSB的玩家,在军事分支里还会有几个以军队精神Military Spirits形式出现的特化选择,而这些军队精神也会随经验增加而解锁。


机动作战
陆军师速度:+5.00%
协同:+5.0%
如果战术合适,增加奇袭战术概率:+100.00%
花费:75
文明得体的战争应是棋局对弈,不是什么赤膊互殴。既然能规避敌人,又何必动手呢?
该精神因我军学说类别而可用。


We found during development that less was more when it came to creating a tightly balanced set of choices, and we've limited the number of options in each category to around six, with each category being strongly themed around Academy, Military Service, and Command.

在开发过程中,我们发现在创造一套环环相扣的平衡选择中,以简胜繁是最吼的。所以我们将每个类别的选项控制在6个左右,以军校、兵役和指挥划分其鲜明风格。


To add slightly more nuance to choices here, we ensured that several options in each category would be made available based on situational factors - ideology, doctrine branch, and in rare cases, country choice, can all make new choices available.

为了给各选项添加些差异,我们确保每个类别的不同选项都会依情况因素而定——意识形态、学说分支,以及特定情况下的国家本身影响,都可以提供新的可用选项。


The most important part of cultivating a strong officer corps, is the ability to give your trusted commanders advisory roles. Commander traits earned in active combat can make your characters eligible for specific advisory roles:

要培养一个强大军官团,最重要的就是让能够信任的指挥官担当顾问。在战斗中获得的指挥官特质能让角色担任特定方向的顾问。


要塞克星
对要塞:进攻:+15.0%
解锁能力:攻城火炮
将会花费10来分配这个特质。
解锁最高统帅部职责:炮兵(大师)
在进攻要塞时,这位指挥官从不知恐惧为何物。
攻城火炮:特编攻城火炮将对要塞造成严重伤害,并在己方进攻要塞时给予加成。


Characters promoted to advisory duties this way will continue to advance their advisory rank as their commander level increases - a highly experienced field commander will grow from specialist to genius over the course of their career.

以此提拔为顾问的角色,其顾问等级将随着其指挥官等级提升——一个经验丰富的战地指挥官会在军旅生涯中从大师成长为天才。


Lastly, we are introducing the preferred tactics weighting system. This allows you to set a national, field marshal, and commander-level preferred tactic, which will weight the chances of picking said tactic in a combat situation. While the national preferred tactic can be switched out for a cost, selecting a preferred tactic for your commanders and field marshals is something that remains a permanent choice, representing their adherence to a particular doctrinal theory.

最后,我们将加入偏好战术权重系统。这允许玩家设置国家、元帅和将领层级的战术偏好,从而提高在战斗中选择该战术的权重。虽然国家偏好战术可以花费点数进行替换,但将领和元帅的战术偏好是永久的,即代表他们对特定学说理论的执着。


Of course, a host of minor changes accompany the officer corps, including new alerts, better resource tooltips, and adding some of this information into intel ledgers for opponent countries.

当然,随着军官团还有一系列小改动,包括新的警报提示、更好的资源提示,以及一些添加到敌对国家情报界面的信息。



The AI

人工智障


And now, on to a topic that is sure not to evoke strong opinions from anybody here: the AI.

现在,我们要讲一个肯定会引起大家强烈反响的话题:AI。


During the development of La Resistance, work was begun on adding additional tools through an imgui that allow modders and users to see various internal data. In NSB, a significant amount of time was spent adding to this tooling and providing support for future AI development, as well as laying the groundwork for easier iteration on AI behaviour and more.

在开发抵抗运动的时候,我们就开始用imgui(译注:一种即时渲染UI)做一些额外的工具,来让mod制作者和用户看到各种各样的内部数据。在绝不后退No Step Back的开发中,有很大一部分时间投入用于整理这种工具,以及为日后AI开发提供支持,以及建立能简化AI行为和更多内容迭代的基础工作。


One of our new in-game tools for assessing AI font priorities. These tools will be available for modders, who can continue to fine-tune AI for their own needs through the use of strategies and defines. Here, you can see that the AI has evaluated the topmost defense order as desiring a minimum of 7 divisions, an 'ideal' count of 8, and a maximum count of 50. Defense orders tend to fluctuate quite heavily in 'ideal' unit counts: they tend to be quite elastic to make up for units not needed elsewhere.
我们新的游戏内工具之一,用于评估AI前线优先级。Mod制作者将可以使用这些工具,从而根据他们自己的需要,通过使用战略和定义来进一步微调AI。这里,你可以看到AI评估了最上面的防御命令需要最少7个师,“理想情况”下需要8个,以及最多需要50个。防御命令中的“理想情况”下的单位数量波动很大,这是为了能一并处理其他地方不是必要的单位。


While much of the work done here was investment for the future, we've also made some pretty big changes to the way the AI evaluates where it commits its troops and more.

虽然这里的工作主要是为未来做准备,我们也在AI评估该在哪里部署军队以及其他一些事情上做了很大的改动。


While it can be hard to indicate objective improvements in terms of AI, there are several key areas we aimed to improve for this release:

虽然很难指出AI到底在哪里有了客观改进,但我们打算在这次发布的版本中改进这几个关键方面:


Use of specialized divisions - the AI for assigning armor and special forces to appropriate fronts has received some improvement. The practical upshot of this means you ought to see fewer armor divisions assigned to inappropriate orders (garrisons, pure defensive lines etc), and mountaineers used in frontlines that have the right terrain types.

使用特化部队 - 将装甲师和特种部队师分配至对应前线的AI得到了一些改进。实际上结果就是,会有更少的装甲师被分配到并不恰当的命令上(驻防、纯防御性战线等),而山地师则会指派到有合适地形种类的前线上。


Did I mention the AI likes tanks?
我有提过AI很喜欢坦克来着吗?


Unit weight distribution - combined with the new supply system, the AI evaluation of where to put units has been totally overhauled. In practical terms, this is likely to manifest as seeing the AI commit more troops to defend key areas (ports & coasts), care more about the active supply situation on frontlines, and provide something slightly resembling a defense in depth for their own core territory, even during active frontline pushes elsewhere.

单位权重分布 - 与新的补给系统相结合后,AI对于该将部队派往何处的评估进行了重制。实际表现会是AI将更多部队用于防守关键区域(港口和海岸线),更在意前线的实时补给状况,也会为其核心地区进行略微像是纵深防御的行为,甚至是在其他地方推进战线的时候也会这样做。



You can see that the AI considers supply carefully when assessing front unit distribution. There are certain circumstances in which the logical supply capacity of a front can be exceeded by the AI - notably when a defensive frontline is facing a numerically superior foe, or when the AI determines that it needs to win a war fast.

可以看到,AI在评估单位分派时会仔细考虑补给状况。特定情况下,AI会略过合理的补给上限——尤其是在防线要面对有数量优势的敌人,或是AI决定需要快速赢得战争的时候。


Once Moscow has fallen, the supply situation can get pretty dire as you push east.
一旦莫斯科陷落,继续向东推进时补给状况就会变得相当糟糕。


Naval Invasions - logic for AI naval invasions has seen significant improvement. You should be encountering larger, less frequent naval invasions overall. The Ai will try to take advantage of weak points in coastal defences, and generally be more keen to invade to support theaters. This got so scary we had to turn the new capabilities down several times (of course, these can be tuned back up).

海军入侵 - AI海军入侵的逻辑得到了显著提升。整体来说海军入侵规模会升上,但频率会降低。AI会尝试利用海岸防御上的弱点,整体上会更热衷于为支援战区而入侵。这搞的有点太吓人了,以至于我们不得不把这个新能力往下调节了好几次(当然,也可以再调回去)。


Counters - while it can be difficult to determine a 'right' time to switch templates or create a specialized template, we've improved logic for majors utilizing specialized divisions such as tank Destroyers in relevant circumstances. You should see the AI care a little more about what you throw at it.

反制战略 - 虽然要确定更换编制或建立特化编制的“时机”会比较困难,但我们还是改进了主要国家在相关情况下使用诸如坦克歼击车这种特化部队时的逻辑。玩家应该会发现AI能稍稍理解你用的招数了。


Buffer Fronts - Several AI strategies now involve the use of buffer fronts. These are specially defined area defense orders which will request a proportion of national divisions to man them. Where these differ from regular garrison orders, is that these fronts will 'loan' their unit distribution counts to nearby fronts or invasion orders.

缓冲前线 - 现在几个AI策略中包括了缓冲前线的使用。这指的是一些特定区域的防御命令,会使全国一部分师驻扎在这里。不同于一般的驻扎命令,这些前线会将他们的单位分布数“借”给附近的前线或入侵命令。


For example, the heatmap below show the distribution of US troops several months prior to Overlord. The troops stationed in Alexandria and the UK are using buffer fronts, which will supply frontlines in europe, in order to avoid having to relocate troops from much further away. Here you can see the (somewhat anachronistic) defense of Greek territory being supplied by the buffer front in Alexandria, which is in turn supplied with divisions from the US mainland (arriving through the Mediterranean).

举例来说,下边这张热成像显示了霸王行动数个月前美国部队的分布。驻扎在亚历山大和英国的部队正在使用缓冲前线,而这些缓冲前线会为欧洲的前线进行补员,以此避免从远得多的地方移动部队。你可以看到图中(有点时间错置)的希腊地区防御正由亚历山大的缓冲前线补员,而缓冲前线则由美国本土的部队进行补员(借道地中海)。




翻译:月蚀 AntiAccess

校对:zzztotoso 三等文官猹中堂


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