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钢铁雄心4开发日志 | 5/5 战斗与数值改动

2021-05-09 19:18 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


HOI4 Dev Diary - Combat and Stats changes

podcat, Oberkommando HOI4


Hi everyone and welcome back to another dev diary! Today is about various changes that affect combat and units. With the Barbarossa update we want to shake up the meta a bit and also change a few stats and other aspects to make using the tank designer more interesting and rewarding.

大家吼哇,欢迎阅读另一篇开发日志!今天的内容为与战斗和单位相关的各种改动。借着巴巴罗萨Barbarossa版本更新,我们打算改良元数据,同时也对部分数值与其他方面进行调整,以便能让坦克设计器用起来更有趣味和更有回报。



High Command bonus changes

总司令加成改动


For a long time now unit bonuses from high command have confused people. Most expect that they apply to battalions, when in fact they apply only if their target unit type was "the majority type", which was basically a weighted type count. They also could overlap, so infantry, mountaineers and artillery would apply to the same units letting you stack stuff in ways that was never intended and quite unintuitive.

长期以来,总司令的单位加成常常让人感到迷惑。大多数人认为加成适用于营,但其实这种加成只适用于“主要类型”是目标单位类型的师上面,这个师的“主要类型”基本上是一个加权的类型计算。它们也可以重叠,所以对于步兵、山地步兵与炮兵的加成将适用于同一个师,其堆积效果的方式既非你本意,也难以察觉。


盖伊·西蒙兹
炮兵攻击:+15.0%
炮兵防御:+10.0%


This system has now changed, and divisions get bonuses based on their composition, this is a straight up ratio based on the number of non-support battalions of each type, so a 2x artillery 3x infantry division will be 40% artillery 60% infantry.

这个系统已经进行了调整,陆军师将根据其编制组成获得加成,这是以每种非支援部队的营直接计算的比例,所以由2个炮兵营和3个步兵营组成的师将会有40%的炮兵与60%的步兵。


Battalions are always classified as a single type for this (even though some are scripted with multiple types) based on this priority:

营级单位总是会被分类成单一类型,优先级按以下顺序(即使某些营在脚本中编写为复数类型):


cavalry > armor > artillery > motorized > mechanized > infantry

骑兵 > 装甲兵 > 炮兵 > 摩托化步兵 > 机械化步兵 > 步兵


The exceptions being rocket & special forces, which both act as an addition, so if the 3 infantry divisions in the example above were mountain units, then the division would also be 60% special forces and if the 2 artillery are nebelwerfers it'd also be 40% rocket

火箭炮与特种部队是例外,两者都算作额外要素。因此上面的例子中如果3个步兵营是山地部队,那么该师构成中的60%会是特种部队;而如果2个炮兵营装备的是喷烟者Nebelwerfer,则构成中40%是火箭炮。


When counting the battalions of armies (ie when we have an actual unit and not only a division template), battalions that lack equipment will count as less, so a Light tank battalion with only half it's tanks will count as 0.5 battalions (and not count at all if without tanks). The total sum of the compositions will still end up 100% (unless every battalion is without equipment).

在计算军队的营数时(即一个实际单位而非编制模板时),缺乏装备的营会减少数值,也就是说坦克装备量仅有一半的轻型坦克营仅算作0.5个营(如果没有坦克则完全不计算)。组成师的各类型部队比例总和最后将仍是100%(除非每个营都没有装备)。


编制
装甲部队:57.1%
摩托化步兵:28.5%
步兵:14.2%
另外基于此获得加成:
特种部队:14.2%
--------------------------
师的编制将决定军事顾问与总司令提供的何种加成会应用于部队。


To make it easier to see this we now have an indicator in the division windows showing the breakdown.

为了让它更直观,我们在师级部队界面添加了详情提示,展示了师组成的详细分解。



Combat Width

战场宽度


As a part of our efforts to shake up the 40/20 width meta, we have made changes to the combat width of province terrain. Province widths now range from 75 to 96. Plains have a new base combat width of 90, while Mountains have a new combat width of 75. Most of these widths will not divide into each other easily, hopefully moving the ideal width away from multiples of 10.

作为对40/20宽度元数据调整的一部分,我们对省份地形的战场宽度进行了修改。省份的新宽度现在从75到96不等,平原的基本战场宽度是90,而山地的基本战场宽度是75。其中绝大多数宽度都不会轻易相互轻易整除,希望能让理想的作战宽度不再是10的倍数。


Urban provinces are now the "widest" with a width of 96. But this does not mean they will be the easiest provinces to overwhelm. Mountains, marshes, and urban provinces now have reinforcement widths of ⅓ of province width instead of ½. This should hopefully give these provinces a slight defensive buff, while allowing us to open up pushing power in the more open tiles.

城市地区现在是“最宽”的,宽度为96,但这不意味着它们将是最容易被攻克的地区。山地、沼泽和城市地区现在的增援宽度由原来的一半变为三分之一,这有望为这些地区提供轻微的防御性增强,同时允许我们在更开阔的地块上推进。


战场宽度
决定任意一方有多少部队可以加入战斗。一个师的战斗宽度由其编制决定。通过从多线向同一个省份发起进攻你可以增加战斗的宽度。

山地
战场宽度:75
每个额外的进攻方向增加战场宽度:+25


In conjunction with these changes, we have also been looking at reducing the overstacking penalty. We hope that this will alleviate some of the need to have divisions that are the perfect width for a given province. But at the same time, smaller countries should now be able to specialize their division width to suit their home terrain more appropriately.

结合这些变化,我们也一直试图减少过度堆叠惩罚。我们希望这将减轻在特定地区对拥有完美宽度的师的需要。但与此同时,较小的国家现在应该能够使他们的师宽度更适合本国的地形。


Breakdown (numbers not final etc etc)
详细分解(数值非最终版blabla)

Plains
平原
Standard 90
基础90
Reinforce 45
增援45

Desert
沙漠
Standard 90
基础90
Reinforce 45
增援45

Forest
森林
Standard 84
基础84
Reinforce 42
增援42

Jungle
丛林
Standard 84
基础84
Reinforce 42
增援42

Hills
丘陵
Standard 80
基础80
Reinforce 40
增援40

Marsh
沼泽
Standard 78
基础78
Reinforce 26
增援26

Urban
城市
Standard 96
基础96
Reinforce.32
增援32

Mountain
山地
Standard 75
基础75
Reinforce 25
增援25


One of the major things that make larger divisions like 40 width armor hit disproportionally harder than smaller ones is also how targeting and damage works inside combat in relation to the enemies defense. Essentially the larger divisions make more efficient use of concentrated damage as it punches through defense. To solve this we are doing a few things. First of all we are weighting the targeting towards wider divisions being more likely targets and also when picking targets to try and match it to have wider divisions spread damage over smaller rather than always concentrating it. They will probably still hit harder, but combined with width changes and other downsides of larger divisions it should make it less clear cut.

导致40宽装甲师这样的大型师比小型师输出高得离谱的主要原因之一,是战斗中的目标选定和伤害分担与敌方防御的关联。本质上来说,就是大型师在击穿防御时能更有效地集中伤害。为了解决这个问题,我们做了这么几件事。首先,我们将目标选定的权重提高,让战场宽度更高的师更有可能成为目标,并尝试及引导将大型师的战斗伤害在敌方的小型师中分摊,而不是总集中在一点。大型师的进攻效果可能还会很强,但结合战场宽度改动和大型师带来的其它不利影响,这一情况应该不再那么突兀。


However, this part isn't quite done yet though so I'll cover it again in more detail in one of the "bag of tricks" diaries in the future when i see how it pans out, but I figured it needed to be mentioned now. That said though, to wet your appetites here is a little tease from a debug mapmode in development...

但这一部分还没有做完,所以我会等有了结果后在“魔术袋”类型的杂项日志中再行详述,不过现在需要提一嘴这事儿。为了满足各位,请看正在开发中的调试专用地图模式的小预告……




Armor and Piercing

装甲和穿甲


Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.

当前机制下,装甲强于敌方穿甲能力或是己方可击穿敌方装甲,是个只能带来固定加成的二进制互动。也就是说,装甲厚度远超敌方穿甲能力没啥实际好处,而带点穿甲深度但无法击穿敌方装甲也毫无意义,导致整个机制成了个二极管。现今有了坦克设计器,我们想让玩家觉得对升级的投入具有实际意义,因此准备把装甲和穿甲改为更循序渐进的效果。


Armor > Piercing
装甲 > 穿甲
Unit takes half damage (as it currently works)
单位受到一半伤害(和当前机制一样)

Armor < Piercing and Amor > 0.75 * Piercing
[装甲 < 穿甲] 以及 [装甲 > 0.75×穿甲]
Take damage between half damage to normal damage by difference in value
根据差值受到介于一半到正常量之间的伤害

Armor < 0.75 * Piercing
装甲 < 0.75×穿甲
The unit takes normal damage
单位正常受到伤害


Lets break this down with an example:

让我们来看个示例:


A panzer division has an armor value of 52
一个坦克师拥有52点装甲值

Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
坦克师遭到一个配备了一些反坦克炮的步兵师攻击,步兵师的穿甲值是60

If this was the old system this armor would be worthless and not reduce damage at all
在旧机制下,此时装甲因被击穿而完全没有意义,且没有任何伤害减免。

Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage.
在新机制下,因两方数值相近(在60-45之间),因此坦克师能获得约25%的减伤。



Reliability

可靠性


For the tank designer it was important that reliability was more impactful if it was to be a good tradeoff with other aspects of design, so we needed to change it up (lest @CraniumMuppets 0% reliability tank monsters would take over the world). Now it will not just affect rate of loss in attrition but various other aspects:

在坦克设计器中,要让可靠性值得与其他属性进行取舍,那么保证可靠性变化的影响则尤为重要,所以它也得改(不然@CraniumMuppets那可靠性为0%的怪物会踏遍全世界)。现在可靠性不仅影响损耗率,还会影响到其他方面:


Reliability affects losses from attrition like before
可靠性仍会影响耗损率

Reliability now affects org regain when moving, and also makes any weather related org effects more impactful when low
可靠性现在会影响部队移动时的组织度恢复,同时可靠性过低也会让天气对组织度的影响更强。

Lower reliability scales up all impacts from weather so if facing extreme weather a unit with low reliability equipment will suffer more of those weather effects
可靠性更低的装备受天气影响也更严重,因此极端天气对配置低可靠性装备的单位影响更严重。

At the end of combat units with better reliability will be able to get back a certain amount of tanks etc to simulate that simple more reliable constructions would work better for battlefield repair and be less fragile when taking damage. So it's a bit like capturing enemy equipment in combat - but in reverse
在一场战斗结束时,拥有较高可靠性的单位可以回收一些坦克或者其他装备,以此模拟可靠的装备制品能靠战场修理恢复运作,同时在承受伤害时更为坚固的简单原理。有点类似战斗中缴获敌方装备,只是换了个方向。


组织度:24/40
最大组织度:
师编制:40

每小时恢复:+0.11
来自师编制:+0.26
基础设施:+15%
可靠性:-32.30%
移动:-27.70%
- 可靠性:-33.90%
天气:-9.40%
- 厚积雪:-4.80%
- 可靠性:-9.10%
----------------------
组织度代表了这个单位对战斗准备充分程度和组织化程度。一支没有组织度的部队无法有效地战斗或者移动。


Our goal is that this creates interesting tradeoffs when designing equipment and will make you have to consider if its worth switching a strategy focused on speed and firepower towards reliability when operating in bad weather and tough areas like the Russian winter or in northern africa or jungles.

我们的目标是,能以此在装备设计上创造值得推敲的取舍,并让玩家斟酌是否应该搁置专注于机动力与火力的策略,转而提升装备可靠性,以便应对气候严峻的恶地,比如寒冬下的俄罗斯、北非以及丛林地区。


Oh, and I figured now might be a good time to point out that there will be a future diary on weather changes and other cool related stuff, so these changes aren't completely in isolation. But one step at a time

我寻思这会儿也是时候说一下,日后还会有关于天气机制改动和其他内容的日志,以便让这些改动能关联起来,不过咱还是先一步一个脚印踏实走下去。


But before we go, a few words about the studio...

临走之前,还有点关于工作室的内容……



Studio Gold

Gold工作室


Hello everyone, my name is Thomas, but perhaps better known as @Besuchov here

大家吼啊,我叫托马斯,可能各位更熟悉@Besuchov这个名号。


As you saw here we have recently reorganized ourselves a little, moving from a big centralized Stockholm studio to splitting ourselves into Red, Green and Gold. This is mainly an internal org shift to make sure we keep our growing organization firmly focused around making good games. You shouldn't notice too many differences in the short term, we are still PDS making GSG on the Clausewitz engine, but it does mean that we can align each studio to the particular games. Since you will hear the studio names every once in a while, I just wanted to say who I am and what the studio is responsible for.

正如各位所见(见下文),我们近期稍微重组了一下,我们将集中化的斯德哥尔摩大工作室分成了三个工作室:Red、Green和Gold。这些主要是内部的组织变动,以便保证我们逐渐扩大的队伍能专心做好游戏。短期内大家可能察觉不出变化,毕竟我们还是合称Paradox Development Studio,用克劳塞维茨引擎开发大战略游戏,但分组也确实意味着我们可以调派工作室负责特定游戏了。考虑到各位会时不时听到这些工作室的名字,我正好能借机自我介绍一下,以及解释这个工作室到底负责什么。


My role is Studio Manager, which means I'm accountable for the long term success of Studio Gold and working with things like management, staffing, and long term plans. Studio Gold has as its main focus Hearts of Iron (but we may or may not have some secret other stuff as well). Directly making the games though, that's still the job of Podcat and the team, but I intend to do my best to create an environment where we have the best chances to make great games together.

我的职位是工作室主管,我的工作是管理、调配人员以及长期规划,等于是承担Studio Gold远期成就的人物。Studio Gold主要负责钢铁雄心(但是我们可能还有也可能没有一些其他秘密项目)。但游戏制作还是Podcat和团队成员们的工作,但我也竭尽所能创造一个良好的工作环境,尽力让大家能齐心协力做好游戏。


For me this is coming full circle at Paradox. I started as a programmer in 2004 and one of my first tasks was to work on Hearts of Iron 2. Since then I've done various things including being lead programmer for Hearts of Iron 3 (and Victoria 2), Project Lead for EU4 and more recently Studio Manager for PDS. Next to EU, HOI is my favorite game and I'm delighted to be back in a place where I can focus on fewer games and where that game is Hearts of Iron. You will see more of me in the future even though I will mostly take a backseat to the team working on the game.

我个人已经在P社待满一轮了。2004年我作为程序员入职,首批任务就是钢铁雄心2的工作。此后我还干了不少事儿,包括担任钢铁雄心3(和维多利亚2)的主编程、欧陆风云4的项目主管,近期成为了P社的工作室主管。除去欧陆风云,我最喜欢的游戏就是钢铁雄心了,我也很高兴能重新回到这个位置,能够专注于一些游戏——包括钢铁雄心。虽然我主要在幕后协调团队进行游戏开发,但是日后我们会时常见面的。


That's all, see you all again next week for more dev diary goodness!

以上,大家下周见,敬请期待更多优秀的开发日志!



Omake: Reorganization at PDS

额外内容:PDS内部的重组


Dnote, Product Manager


Hey everyone,

大家吼,


As we're gearing for PDXCON, I wanted to share with the community some (cool) changes that have been happening at PDS in the past year. As the studio is now 150+ developers strong, and each game team has its own challenges and plans to work with, we felt like we needed to better adapt to our new reality. We also wanted to find a way to stay focused and close to our games as PDS grows ever larger.

在我们为PDXCON做准备的时候,我想与社区分享过去一年中PDS发生的一些(酷的)变化。由于工作室现在有150多名开发人员,每个游戏团队都有自己的挑战和工作计划,我们觉得我们需要更好地适应我们的新现实。我们还希望能找到一种方法,在PDS日益壮大的过程中保持专注,始终贴近我们的游戏。


To make a long story short and simple: earlier this year, PDS has split into three distinct studios. Internally, we call them PDS Green, PDS Red, and PDS Gold. Each team is in charge of both maintaining existing game(s), and developing new games (unannounced for now, but at least one of them you'll discover more about at PDXCON this month!). Each also has its own Studio Manager and will grow its own team, with one common objective in mind: making the best strategy games in the world. We're one big family, and together we're still Paradox Development Studio. As of now, Green, Red & Gold are only internal names, but we know how interested you are in knowing what's going on behind the scenes, and some of us might refer to these names during PDXCON, so we wanted to share this with you before you hear the names and get confused as to what it's referring to.

长话短说:今年早些时候,PDS已经分成了三个不同的工作室。在内部,我们称它们为PDS Green、PDS Red和PDS Gold。每个团队都负责维护现有的游戏,并开发新的游戏(新游戏目前尚未公布,但至少有一款游戏你会在本月的PDXCON上得到更多信息!)。每个工作室都有自己的工作室主管,并将发展自己的团队,但大家有一个共同的目标:制作世界上最好的战略游戏。我们是一个大家庭,我们在一起仍然是Paradox Development Studio。截至目前,绿、红、金只是内部名称,但我们知道你对了解幕后的情况很感兴趣,我们中的一些人可能会在PDXCON期间提到这些名称,所以我们想在你听到这些名称并对它指的是什么感到困惑之前与你分享这些。


PDS Green is in charge of the development of Stellaris. Rikard Åslund (Zoft), a veteran from the Stellaris team, has taken the lead as studio manager. PDS Green also works with the support of Paradox Arctic, our studio in Umeå.

PDS Green负责Stellaris的开发工作。Rikard Åslund(Zoft),一位来自Stellaris团队的资深成员,作为工作室主管,已经开始牵头工作。PDS Green还在Paradox Arctic的支持下工作,Paradox Arctic是我们在于默奥的工作室。


PDS Red is in charge of the development of Crusader Kings III. They are also working closely with Paradox Thalassic in Malmö. The studio is led by Johanna Uddståhl Friberg (JohannaUF), another veteran of Paradox who you might not know, but who has been Studio Manager for Arctic and has worked on the coordination between all Paradox studios previously.

PDS Red负责CK3的开发。他们还与位于马尔默的Paradox Thalassic紧密合作。该工作室由Johanna Uddståhl Friberg(JohannaUF)领导,她是Paradox的另一位老员工,你可能不知道她,但她曾是Paradox Arctic的工作室主管,之前曾负责Paradox所有工作室之间的协调工作。


PDS Gold is in charge of Hearts of Iron IV. The lead of this studio is Thomas Johansson (Besuchov), having been a part of the PDS journey from small to not so small studio and more recently working together with Johanna on studio organizational topics, he's been delighted to be back working closer to the games he loves.

PDS Gold负责HOI4的开发。这个工作室的负责人是Thomas Johansson(Besuchov),他曾经历了PDS从小小工作室到不那么小的工作室的历程,最近又与Johanna一起研究工作室的组织议题,他很高兴能回到他所喜爱的游戏附近工作。


You might have noticed that Imperator: Rome isn't assigned to any of the studios mentioned above. The reason for this is that on a regular basis we analyze the projects we have in development, where they are at, what they are trying to do and also what people and resources we have working on them. As part of this analysis we realized that there was a need to bring reinforcement for a couple of the projects at PDS, and given where Imperator was at in the run up to 2.0's launch, we decided that after the launch of the update we would move people from Imperator to these other projects. Right now we're working on plans to regrow the team for Imperator and continue development, but for the short term we needed to focus our efforts on these other projects.

你可能已经注意,IR并没有被指派给上述任何工作室。这么做的原因是,我们会定期分析我们手头上正在开发的项目、项目的现状、项目试图要做什么,以及我们用于开发的人手与资源。作为这种分析的一部分,我们意识到其他开发工作室的几个项目需要援手,当时IR正在准备发布2.0版本号更新,我们决定在更新发布后从IR开发组调动人手去其他项目组去。我们现在正在计划为IR及其后续开发重组团队,但是我们短期内需要将自己的力量聚焦于其他项目中去。


I wanted to break the news now to manage everyone's expectations: don't expect much Imperator news at PDXCON, or any new content coming out in 2021. We'll of course get back to everyone with news about it as long as we have something to share!

我希望现在公布这则新闻来做好大家的期待管理:不要指望能在PDXCON或者2021年发布的新内容中看到更多IR的消息与更新。当然,只要我们有可以分享的内容,我们肯定会回到大家的视野中。


We'll see you during PDXCON for a first reveal of what we're working on, and of course, much more to be expected in the future.

我们将在PDXCON期间与你见面,首次披露我们正在进行的工作,当然也会带来未来更多可以期待的内容。



翻译:月蚀 一只走地鹅

校对:zzztotoso 三等文官猹中堂


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