钢铁雄心4开发日志 | 8/9 师级指挥官与部队勋章

牧游社 牧有汉化翻译
Heart of Iron 4 Developer Diary | Division Commanders & Unit Medals
Aveebee, Paradox staff
Greetings all!
大家吼哇!
Welcome back to today's feature dev diary on a series of interconnected subsystems being added to the game in By Blood Alone.
欢迎来到今天的专题开发日志,本篇将介绍在唯有浴血BBA中加入的一系列互相关联的子系统。
One of the major points in my first roadmap dev diary was that I felt quite strongly about the inclusion of further roleplay and immersive elements in Hearts of Iron. What I'll be showing off today is intended to fulfill a small part of this bullet point.
我在首篇开发路线日志中提到的要点之一,就是我确信钢铁雄心需要加入进一步的角色扮演和沉浸式体验元素。而我今天要展示的东西,就是为了实现这一要点的微小贡献。
Those of you with keen memories will recall an early teaser I posted here. Some of you guessed correctly, and in BBA, we’ve introduced a dynamic system for naming battleplans. For many major nations, battleplan names can be provided through a list of locations, resulting in a historical series of operation tags which will be applied when plans are created:
记性好的读者应该记得我在这里发布的早期预告。也有些读者猜对了,在唯有浴血BBA中,我们加入了一个用来命名作战计划的动态系统。对于许多主要国家来说,作战计划名可以通过本地化列表来提供,从而产生一系列史实行动tag,而这些tag名将在计划创建时生效。

Of course, the war does not always proceed historically, and battleplan names can also be generated from several component lists for instances where a historical variant cannot be found. These name lists are fully moddable, and can be unique to countries. In some cases (ie; Soviet Union) a different naming convention can be utilized to represent the somewhat uninventive approach to naming operations that was used in reality:
当然,战争并非总是如史实发展,作战计划名在没有史实上的变体的前提下,也可以从几个组件列表中来生成。这些名称表全部可以通过mod定制,且可以定为国家专属。在某些情况下(如苏联),可以利用不同的命名惯例来取代现实中某些有点无聊的行动名。

Naturally, in the spirit of roleplaying, these operation names can be modified in-game, and you can replace the text with whatever operation name you desire. This will apply to any sub-orders derived from the initial drawn line:
当然,出于角色扮演的考虑,游戏中可以修改这些行动名,你可以用任何你喜欢的行动名来取代这些文本。这适用于从最初划线衍生出来的所有子命令。

If unset, naval landing and paradrop orders will have a unique pattern to remain unique.
如未设置,海军登陆和空降命令会有专门的命名模式来保持独特性。
This system however, goes further than a simple naming convention, and ties into another addition being made to BBA.
不过该系统会比简单命名规则略微复杂一点,并与唯有浴血BBA的另一个新增内容相关联。
Division Commanders
师级指挥官
In BBA, we're replacing the standard method of recruiting new generals out of thin air. Instead, every division will be created with a commanding officer upon game start, or when they are trained:
在唯有浴血BBA中,我们将换下凭空招募新将领的标准方式;改为让每个师在游戏开局或完成训练时创建一名师长。

Thee are predominantly generated from country-specific namelists, however in some cases we have set these individually for starting divisions. When a new unit is created, they will be provided a randomly generated character name and portrait. To accommodate the increased use of generic portraits for these, we'll be adding a large quantity of additional generic portraits for owners of BBA. The work involved in creating these is not insignificant, so for now we’ve limited ourselves in adding portraits to major nations only.
这些师长主要基于国家特定的名单来生成。但某些情况下,我们为游戏开局的步兵师设置了独立的指挥员。在创建一个新单位时,他们将获得一个随机生成的角色名与肖像。为了适应更频繁使用这些通用肖像带来的需求,我们将为唯有浴血BBA的拥有者增加大量的通用肖像。创建这些肖像的工作量不小,所以目前增加的肖像仅限于主要国家(译注:其他的以后卖DLC.jpg)。
You'll be able to get an overview of all division commanders in your army within the officer corps screen:
你可以在军官团界面了解军中所有师长的概况:

In an effort to avoid unnecessary micromanagement, we’ve made a few important decisions. Division commanders themselves will not directly confer bonuses upon the divisions they command, however the divisions they command will now earn and log a record of important actions they may perform during the natural course of a campaign:
为了避免非必要的微操,我们做了几个重要的决定。师长自己不会为其所指挥的师提供加成,但他们指挥的部队现在会获得并记下一个记录,显示他们在参战的正常过程中可能参加的重要行动。

Important actions such as taking a capital, securing a high-value victory point, and more, constitute actions for which a unit can be awarded a medal. It is expected that over the course of a campaign, many units will qualify for receiving medals, often several - the system is not driven by scarcity, as we do not intend for players to micromanage individual actions, rather to manage the macro-level step of choosing when and what to award their units.
占领首都或确保一个高价值胜利点等重要行动,会被视为某部队值得授勋的行动。在战役过程中,预计会有很多单位有资格获得勋章,甚至是多个勋章——该系统并非以稀有性来驱动,因为我们不想让玩家微操每个单位各自的行动,而是在宏观层面上进行管理,即自己选择何时和为何来奖励他们的单位。

As mentioned above, division commanders will not explicitly confer bonuses, however the medals awarded for action will. Medals are intended to act as a pp sink for the mid-late game, as we find a lot of players tend to end up with a significant amount of this resource as decisions, advisors and focuses begin to dwindle.
正如前文提到的,师长不会直接给予加成,但为行动颁发的勋章则会给予加成。勋章旨在作为游戏中后期时的政治点数消耗处,因为我们发现当玩家在可用的决议、顾问和国策开始减少时会拥有大量此类资源。
Units can receive multiple medals, however the cost for each will increase as more are granted to any given unit, and the effect of stacking specific medals will decrease per instance of the same effect
单位可用获得多个勋章,但每个勋章的成本都会随授予单位数量增加而增加,而且累次授予某勋章会减少每次授予的效果。
As you will note above, medals can be specific to countries, and we've included a series of generic medals based on alignment, as well as unique medal sets for each major country. A medal’s effects will only extend to the unit it belongs to.
正如大家已经注意到的,勋章可以设为国家专属,而且我们已经加入了一系列基于意识形态倾向的通用勋章,以及每个主要国家的独特勋章。勋章的效果只会作用于其所属的单位。
A medal's name and description will in most cases be dynamic depending on what action it was awarded for, and extreme valor while on a specific named operation can also result in receiving a medal for that action.
勋章的名称和描述在绝大多数情况下都是动态的,取决于它因什么行动而授予,而在特定行动中的极端英勇也会让单位获得该行动的勋章。
To further streamline the process of awarding medals, you can perform quick actions to do this through the officers entry in the corps screen:
为了进一步简化授勋过程,你可以通过军官团界面中的军官条目来进行快速操作:

As mentioned previously, we're removing the old method of recruiting generals by means of reaching into the void and plucking out a fully qualified officer. This means that your army generals will now be directly linked to your field of divisional officers, and their capability directly linked to their actions in the field.
正如前面提到的,我们将完全移除以前的将领招募方式,不再会有从虚空中拉一个合格的将军出来这种事。这意味着你的陆军将领现在和师长直接相关,而他们的能力也直接取决于他们在战场上的行动。
Divisional officers will store experience based on the experience gain of the unit they are commanding, as well as receiving a lump-sum when a medal is awarded. While active as a divisional officer, this experience will have no meaningful effect, however, when in need of a new army general, you can promote divisional commanders out of their divisional role and directly into their new role as a general.
师长会储存指挥官经验,以其麾下部队所得经验为基础,并在获得勋章嘉奖时获得额外的固定数额。在仍担任师长时,他们获得的经验没有实际效果,但是如果你需要一名陆军将领,你可以将师长从师级指挥官直接提拔成将领。
Any medals awarded to the division will be retained by that division, however, the newly created general will keep a reference to their awarded medals as a means of remembering their accomplishments in the line of duty (albeit with no direct effect on their new army - although weve elected to support this behavior for modders should they wish):
颁发给师级部队的勋章会由该师保留,不过新晋升的将领仍有其授勋记录,作为前线功勋的回忆(虽然这对他们指挥的新军队来说并无直接效果,不过我们决定保留这个机制以便让有意向的mod制作者整活)。
When a divisional officer is promoted this way, the experience they have earned during the course of their field command will be applied to their experience level as a general (up to a maximum cap). Promoting someone with field experience can prove a lot more valuable than hiring another pen-pusher, after all. If they have earned at least a certain quantity (as yet undecided) of field experience, they will also begin with a personality trait corresponding to the type of division they were commanding (armor officer, infantry officer, etc).
师长经此形式晋升时,他们在前线指挥中所获得的经验就会加给其身为将领的经验等级(这会有最大值限制)。提拔一个有战地经验的人可能比随便抓个画线推图的家伙要好得多。毕竟他们要是能有“特定量”的战地经验,也能在晋升后依据师的种类获得一些个人特质(装甲军官、步兵军官等)。
Unit Cohesion
单位调度
You will also note that my roadmap included a wish to improve the battleplanner. While this is likely to be a slow, iterative process, BBA heralds the inclusion of a new frontline parameter intended for advanced users.
大家也注意到了,我在路线图中表明希望改进作战AI。虽然说这是一个相当漫长并且重复的过程,但是唯有浴血By Blood Alone将开始为进阶玩家带来新的前线参数。

The Cohesion parameter can be set on any root frontline order, and will affect how the unit controller places divisions across that frontline. The default setting of ‘Flexible Cohesion’ functions as you have grown to expect - all units will be evaluated for placement suitability and potentially relocated to fill perceived gaps in frontline cohesion.
调度Cohesion参数可以在编排任何前线指令后设置,这会影响单位控制如何将师级部队布置在前线。作为默认设置,“灵活调度Flexible Cohesion”正如大家所想:所有单位在经评估后会尽量填满战线并且置于最优位置。

Balanced Cohesion' will only successfully evaluate units that are within a defined distance from the target (distances are moddable). In practice, this results in less unit shuffling along frontlines, but should still ensure that frontlines respond to changes in size and shape.
“均衡调度”将只会对离目标地点特定距离内的单位进行有效评估(距离可通过mod调整)。在实际情况下,这可以减少单位在整条战线上来来往往的情况,而仍能保证前线可应对其规模及形状变化。

The final setting, 'Rigid Cohesion' is intended primarily for long defensive lines, and will only successfully evaluate unit positions that are within a very short distance from the target location. In practice this results in relocations only taking place to neighboring provinces, and can result in gaps being created in frontlines if left unattended. It is expected that this setting will be used by players who primarily rely on micromanagement of frontlines.
最后一项,“严格调度”主要用于较长的防守线,并且只会评估距离目标地点极近的单位。在实际操情况下,这会导致兵力调动只会在相邻省份进行,而且若不加注意则可能会造成前线空档。预计该选项会由以前线微操为主的玩家选用。
The AI will make use of flexible and balanced cohesion settings depending on the ratio of divisions:frontline length, but will avoid the use of rigid cohesion.
AI将会依据前线的师数量与前线宽度比值来使用灵活和均衡两种调度设置,不过AI会避免使用严格调度。
It is worth noting that units that are not placed directly on the frontline (having been left behind or recently added to an order instance) will not be subject to the same cohesion restrictions, and will make use of strategic relocation to find themselves a new place on the frontline. Additionally, the cohesion setting will be respected regardless of whether an order is being executed or not.
值得注意的是,未部署于前线的单位(比如行军落后、或刚分配至该命令)将不会受到调度限制影响,并会使用战略部署来找到前线最适合自己的位置。另外,不论命令是否正在执行,调度设定都将会生效。
Modding
Mod开发
For those of you interested in modding, the addition of these subsystems also comes with some new tools regarding units. It is now possible to iterate over unit arrays in states and countries by condition, and apply a series of effects, including the awarding of medals, history entries, and other basic parameters such as affecting org, strength, and more. For performance reasons, units do not currently support storing or being stored as variables, though we will monitor the need for, and performance implications of doing this in future (I SEE YOU EaW).
喜欢在mod上搞个大新闻的朋友们,新添加的这些子系统也会附带关于单位的新工具。现在你可以根据条件遍历地区和国家的单位序列,并且应用一系列效果(effect),包括授勋、作战经历,以及诸如影响组织度和强度的其它基本参数。出于性能原因,单位目前不支持保存或存为变量,不过在未来我们会随时关注这方面的需求,以及满足该需求性能开发(看你了,小马)。
Predefined divisions can be set up with lists of historical commanders that they will draw from when their current commander if replaced, should you wish to opt for extreme historical fidelity.
预设师部队可以设定一个史实指挥官列表,这样其当前指挥官调任后便能从这个列表中选取,方便某些极度追求历史真实性的玩家。

The visual display ranks of divisional commanders correspond to their gained experience, and are fully customizable, though confer no gameplay effect.
师长的视觉效果与其所得经验对应,并且完全可以自定义,不过并不提供实际效果。
Medals themselves can be added to the medal array based on arbitrary conditions, and support a variety of modifiers, not all of which are represented in our vanilla use-cases.
勋章本身是可以按主观条件添加进勋章列表的,并且支持一系列修正效果,我们原版游戏中的使用范例并未展示所有内容。
Name combinations can also be split from various random lists, if you have a particular penchant for randomly generated names.
如果你对某些随机命名有特殊癖好,也可以让命名组合从不同的列表里分别选取组成。

That's all for now, tune in next week for a second look at how peace conferences are progressing!
今天的内容就到这里啦,下周记得来看和平会议的开发进展!
翻译:月蚀 人间面包
校对:zzztotoso 三等文官猹中堂
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本作品英文原文著作权属Paradox interactive AB所有,中文译文著作权属牧有汉化所有。