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钢铁雄心4开发日志 | 9/1 模组相关内容

2022-09-26 18:17 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Developer Diary | Modding

Arheo, Game Director - Hearts of Iron


Greetings all,

大家吼啊


Today we have quite a number of items for the dev diary. We'll be covering some new additions to the career profile system, followed by some new tools coming for modders in the Avalanche update.

我们要在今天的开发日志里介绍不少东西。我们会介绍玩家资料界面的新增内容,然后是我们在“雪崩Avalanche”更新中给mod开发者们准备的新工具。


To begin with, I'll hand over to our designer on the career profile:

我们先把话筒交给生涯档案Career Profile的设计师:


Hello!

大家好啊


Ingevar here with an update regarding new features coming to the Career Profile. Since the release of Career Profile earlier this year we've been working on the next iteration that will bring more stats, non-ironman achievements, and some profile customization.

我是Ingevar,今天由我来给大家带来生涯档案的新内容。自从今年早些时候我们发布生涯档案以来,我们一直在努力开发下一代版本,给大家带来更多统计数据、无需铁人模式的成就,以及更多的自定义特色内容。


Let's look at it in detail.

让我们仔细看看吧。


Playthrough Overview

本局游戏概况


When BBA is released, every player will find the playthrough overview available in the ESC menu when playing the game.

唯有浴血BBA发布之后,每个玩家都可以于游戏中随时在暂停界面浏览本局游戏概况。



This familiar window will contain some numbers for your current playthrough, including new stats and awards.

这个大家都熟悉的界面会显示你当前游戏的一些数据,包括统计和奖项。


New Stats

新的统计数据


We are adding more stats to track combat efficiency like the amount of offensive and defensive battles, the ratio between them, or the ratio of battles versus encircled divisions. We want these stats to be a better depiction of each player's playstyle and will continue to add more, so if you have any suggestions, please tell us in the comments.

我们将会加入更多统计数据以跟踪作战效率,例如主动进攻和防御作战的数量、两者的比例,或者是战斗数量和包围敌方师的数量的比例。我们希望这些数据能更好显示每名玩家的游戏风格。当然,我们也会继续加入更多统计数据,所以如果你有建议,请在评论区留言让我们知道。



Stats for Modded Games

模组更改游戏的统计数据


Previously we gathered numbers only from the vanilla version of the game, but now we've added a separate set of data for games played with mods.

此前,我们只收集原版游戏的数据,但我们给使用mod的游戏新增了一个单独的数据集。


Both base game and modded games stats are working in single-player games, at least for now. We are looking into making MP counts as well, so stay tuned for future updates on that topic.

现在,原版游戏和使用mod的游戏数据都可以在单人游戏里显示。我们正试图把这个功能加入多人游戏中,所以请关注以后关于这个功能的更新吧。



Awards

奖项系统


Awards are medals and ribbons: new kinds of in-game achievement that don't require you to play in Ironman mode.

奖项系统由奖牌和绶带构成:一种新的、无需铁人模式的游戏内成就。


伞降:
让指定数量的伞兵部队执行一次空降任务,每个伞兵部队包含的最小伞兵营数量:5营。
铜牌:4支空降部队(100点数)
银牌:8支空降部队(200点数)
金牌:12支空降部队(500点数)
完成时间:2022-07-18


Medals have three grades: bronze, silver, and gold. Each grade is harder to get than the previous one, with the aim that bronze is something you can get just by playing the game, while gold will require a dedicated effort and might not be achieved from the first try even by the most experienced players.

我们设置了三个等级的奖牌:铜牌,银牌和金牌。每个等级都会比前一个等级更困难。我们的设计目标是你只要有手打游戏就能拿到铜牌,但金牌需要你下一定的功夫,最有经验的玩家也有可能没办法一举夺魁。


Ribbons have no grades, but the difficulty is there for most of them.

绶带并没有等级之分,但他们大多都挺有难度的。



Awards won't work with most mods, cause you can never predict what the mod changes and therefore if the award required any challenge at all.

奖项系统和大部分mod都不兼容,毕竟你没办法预测mod会改变什么游戏内容,所以也没办法知道打上mod后某个奖项还存不存在挑战性。


At the same time, we know that mods are an essential part of the HoI experience, so together with the base feature, we're introducing support for modded awards.

同时,我们也知道mod是钢铁雄心游戏体验里的重要一环,所以除了基础功能,我们马上介绍对mod奖项系统的支持。


Any modder will be able to use all existing UIs for creating a list of unique awards that can be tracked, awarded in the game, and then displayed in the Career Profile.

所有mod开发者都将可以使用现有的UI来开发可被追踪和在游戏中显示的自定义奖项列表,这些自定义奖项也可以展示在生涯概况里。


Profile Customization

自定义档案


Every grade of medal you get and every ribbon will also award you with some Career Points.

你获得的每一级奖牌和每一条绶带的同时也会获得一些生涯点数奖励。


Career Points are used to unlock Profile Pictures.

生涯点数可以被用来解锁档案头像。



Some Pictures are unlocked after you get one or two medals, but others will be available only to players who dedicate a substantial amount of effort to getting lots of gold medals.

一些档案头像会在你获得一两块奖牌后解锁,但其它的头像就只会奖励给那些投入了大量精力去夺取金牌的玩家们。



Friends

好友


All this comes together in the last feature I'd like to show today.

我们来到了今天要介绍的最后一些内容。


We're adding a Friends list to the game. You'll be able to find it in the main menu when BBA is out.

我们会在游戏中新增好友系统。你将会在唯有浴血BBA发售后的版本中的开始界面找到这个选项。



Friends window will have all your friends from Steam or Xbox and for now will only be used as a shortcut to viewing each other's Career Profiles.

好友界面会显示你在steam或Xbox上的好友,但目前也只能被当作浏览他们生涯档案的捷径。


By default, every profile in the game will be viewable by all your friends, but you can choose to make it private, this option will be available right in the Career Profile window.

游戏中每个玩家的生涯档案都默认对好友开放,但你也可以把它设为私密。这个选项会出现在生涯档案窗口里。


TL;DR

太长不看版


All these features will be released together with the avalanche update. So any player who has the base game will be able to access Playthrough Overview, Awards, set their Profile Pictures, or view the Friends list.

今天介绍的这些新内容会和“雪崩”更新一并推出。所以没有买dlc的玩家也可以使用生涯档案和奖项系统,也可以设置他们的档案头像,或者浏览好友列表。


The story of Career Profile just starts here and we plan to add more awards, stats, and profile customization to the game based on the feedback we get from you.

生涯档案的开发才刚刚开始,我们也计划基于玩家的反馈加入更多奖项、统计数据和档案的个性化。


Hope you like this when it's out.

希望发布后大家能喜欢这个功能。


Modding In-Game Achievements

模组修改游戏内成就


One of our new features for modders is a system to support custom achievements.

我们为模组制作者提供的新功能之一是一个支持自定义成就的系统。


The feature aims :

新功能的目标:


to allow mods to define their own achievements
使得模组可以定义他们自己的成就

to display them and their completion status in-game
在游戏内展示成就和他们的完成状态

to save them when a player completes them so that they appear as achieved when starting a new game
玩家达成成就后保存以便他们在开启新一局游戏时成就状态显示为已完成


Hard limitations :

硬性限制:


the achievements will not be displayed on steam (or other stores)
这些成就将不会显示在Steam(或者其他平台)上

no way to know the completion rate among players
无法知道这些成就在玩家中的完成度


We have joined forces with Red King and their career profile to present those achievements in the prettiest way. Also the new Ribbon system will allow modders to easily illustrate their achievement without any graphic skill ! Of course if you are a master of the 64x64p icon, you can emulate our classic achievement illustration.

我们和Red King联合,用他们展示职业档案的方式来用最漂亮的方法展示这些成就。顺便,新的军功绶带Ribbon系统也可以让模组制作者在没有任何制图技术的情况下轻松地说明他们的成就!当然了,如果没人比你更懂64x64像素的图片,你也可以用我们传统的成就展示方式。


The Awards screen with mod achievements. Icons or ribbons, the choice is yours.

模组成就的成就页面。图标或是绶带,选择权在你。


A sample of script to define achievements
这是一个定义成就的脚本的示例。


Behind the scenes, these achievements are earned and stored based on the game's modset. Modifying the modset should clear achievements, but if the modset remains constant, any achievements earned will be persistent to that combination of mods.

在游戏场景的背后,这些成就是根据游戏的modset来判断达成和储存的。修改modset将会清空这些成就,但是如果modset保持不变,则获得的任何成就都将持续存在于该 mods 组合中。


Unit Medals and Units

部队勋章和部队


Arheo back now to go over some more details on the script accessibility for our new features.

我Arheo回来辣!现在来细说新功能的脚本可用性。


As mentioned briefly last week, unit medals are being added in BBA. These are fully scriptable, and take a similar form to regular database objects you'll be used to working with.

就跟上周提到的那样,部队勋章将在唯有浴血By Blode Alone中加入游戏。他们是完全可编程的,并且和大家非常熟悉的常规数据库项目差不了太多。


Since the modifiers that can be applied via medals take a different path to regular modifiers, the list of possibilities is somewhat shorter than in other modifier scopes.

和传统修正不一样的是,有些修正是可以通过勋章来添加的,所以通过勋章添加的修正的可选修正种类的数量要比传统修正要少一些。


We've added a list of options at the top of the medals file, though we're open to future suggestions if you find yourselves in need of something new:

我们在勋章文件的顶部添加了一个选项列表,不过如果你们发现自己需要新的东西,我们愿意接受建议:



You'll note that the leader modifier is unused in the vanilla game. This modifier will translate over to army generals if the leader is promoted, and exert effects on the entire army.

你会注意到,现在指挥官的修正在原版游戏中并未使用。如果指挥官受提拔,这些修正将转变到陆军将领上,并且对整个陆军施加效果。


The one_time_effect field will run an effect in the unit scope, though you should be able to scope to a unit's owner and run effects on a country from this block.

one_time_effect字段将在其限定的范围内施加效果,尽管你应该能够将范围限定到单位的所有者并从此块对一个国家施加效果。


Working with units is, as previously mentioned, new to script in the avalanche update. For the time being, only army units are accessible through script, though this may be expanded upon in future updates. The following effects will be available to you:

正如先前所述,雪崩更新添加了针对单位的全新代码。目前来说,只有陆军单位能使用这些脚本,尽管在未来更新中,我们可能会扩大它们的适用范围。你可以使用以下的效果代码:


random_country_division
every_country_division
random_state_division
every_state_division
reseed_division_commander
destroy_unit
add_history_entry
change_division_template
add_unit_medal_to_latest_entry
#usually used in combination with add_history_entry, otherwise you may not guarantee a valid entry.
#通常与add_history_entry一同使用,否则无法保证能有有效条目
add_divisional_commander_xp


Combined with the following unit conditions:

配合以下单位状态代码:


any_country_division
any_state_division
division_has_majority_template
unit_strength
unit_organization
is_unit_template_reserves
division_has_battalion_in_template


Balance of Power

权力平衡


The Balance of Power feature is built in a way that makes it extremely flexible, and therefore probably very useful for modders. Any given country can only have one Balance of Power at any given time - but there's nothing stopping you from having several that you switch between as things evolve.

权力平衡功能的设计具有完全的灵活性,因此它可能对模组制作者非常有用。任意国家在一个给定的时间内只能同时实行一种权力平衡——但不妨碍你随着事态发展,在多种平衡之间的切换。


The definition might seem a bit tricky at first, but that’s only because it is extremely flexible. It starts like this:

这种定义写法在一开始可能有些难懂,这只是因为它从一开始极具灵活性。一开始时大概长这样:



This example is from Ethiopia - you set the id of the Balance of Power, the starting position, and the two starting sides. The sides are defined further down, and you can replace them with other pre-defined sides using script. This means you can, instead of changing the entire Balance of Power, just replace one, or both, of the sides should you want to do that instead.

以埃塞俄比亚为例——你需要先设置权力平衡的序号,初始状况和对立双方。你可以进一步对对立双方下定义。你可以通过脚本将它们替换为任意预先定义的对立方。这意味着,你可以在不修改整个权力平衡系统的情况下,仅仅通过替换一方或者是双方来达成你的修改目的。


You also define a decision category as the Balance of Power category, meaning that you can script Balance of Power decisions the same way as you would script normal decisions. The will then appear in the Balance of Power UI. So basically anything you can do with decisions, you can do in the Balance of Power UI…

你也需要定义一系列权力平衡系统的决议。这意味着你编写权力平衡的决议和你编写一般决议的过程是一样的。然后你的意志就会出现在权力平衡的界面里。所以基本上你能对决议系统做的,你也能对权力平衡的界面做。


Each side is further divided into ranges with a min and max value, and a set of modifiers that are active when you are in this range. Again, the ranges are customizable, so you can have basically as many or as few as you like (within reason).

该修正的每一段都在最小值和最大值之间划分了区间,而当你处在区间时会激活不同等级的修正。再说一遍,区间范围是可编辑的,所以你大致可以按你的意思(但要合理)设计大小多少。



As you can see from this example you can also run effects when the range becomes active or when the balance shifts away from it.

如你在范例中所见,你还可以在数值处于区间或者不处于区间时激活效果。


You can also set/change the graphics of the side as you like:

你还可以根据自己意愿来设定/改变每一侧的图形:



What else? Well you have triggers based on the Balance of Power, so you can lock Focuses, decisions, events, or whatever behind the Balance of Power being at a certain level. You can modify the balance either with one off values or with a ticking score. And you can of course remove it altogether.

还有别的吗?其实你已经有了基于权力平衡的触发条件,那么你可以基于权力平衡条的特定等级,来锁定国策、决议、时间或者任何东西。你可以将权力平衡修改为一边倒的数值或者累计的积分。你当然也可以将内容一并去掉。


In all I expect to see some wonderful applications of this in mods going forward.

不管怎么样,我都希望看到接下来的mod中能出现一些非常棒的机制运用。


Peace Conferences

和平会议


Peace conference modding has now become somewhat simpler, as well as being more consistent with the rest of the game's scripting standards albeit at the cost of some rather verbose dotscoping chains.

和平会议的自定义在现在变得简单些了,而且与游戏中其他的脚本规范一致,虽然代价是多出来了一些冗长的点范围链。


Peace conferences now primarily work on a per-state basis, with the exception of ships and stacked bids (which due to technical limitations are not very accessible to script).

现在的和平会议主要是用在国家预设的基础上,除了舰船与累积竞标上的例外(因为技术限制,难以进行脚本编辑)。



Every turn, each state will be subject to two evaluations for the country from whose perspective you are playing or viewing. The first evaluation will define the bidding cost per action type for a state, and the second will define the ai desire to bid on said state. These two values do not correspond, but are affected by each other.

谈判的每一轮中,你游玩或者观察的国家会对每个地区进行两轮评估。第一轮评估会决定该地区在每种行动中的竞标花费,而第二轮则会决定AI对该地区的竞标倾向。这两个数值互相独立,但是也会影响彼此。


In the entry above, this cost multiplier will be applied at point of bidding for a country that is either NOT puppeted, or is bidding for itself, to states which are their cores.

在上文的条目中,在竞标的时候,不是傀儡或者正在竞标的国家会将竞标花费修正用于有自己核心的地区。


You can add categories here which will consolidate their values in the tooltip for that state during a peace conference. This cost multiplier will only work on bids of the 'take states' type, but multipliers can be made to affect any combination of bid types if treated as an array.

你可以为和谈中的地区加入类似的条目类型,从而在工具栏中可以体现他们的数值。这个花费修正只作用于 “夺取地区” 类型的竞标,但是其他修正可以用在一系列类型的竞标上面。


A state can be subject to multiple cost reductions, which stack multiplicatively.

一个地区可以拥有多个可累积的花费减免修正。


The evaluation of AI desire works in a very similar way:

AI评估倾向的运作机制和这个很像:



Instead of affecting the cost, this affects the ai’s subsequent evaluation of the cost when deciding what to bid on. Here, the AI is subject to a -75% desire to liberate tags that belong to the is_unlikely_country_tag scripted trigger. In short, it means the AI will prefer not to release certain wacky, wonderful tags. AI desire can also be subject to multiple modifier entries, and these will also stack.

该效果并不影响花费,而是让AI评估竞标后的结果。在这里,AI在考虑解放拥有“is_unlikely_country_tag”触发器的国家的时候,会受制于一个-75%倾向的修正。简单来说,这意味着AI会倾向于不释放某些奇奇怪怪的国家Tag。AI倾向也会被多个可累积的修正条目影响。


The AI evaluates costs with a bucketed per-type approach, rather than simply bidding on the best cost*desire entries. This goes some of the way towards reducing bordergore, and effectively takes a sample of the desire of bids of the same type and target - France for example, would consider all Puppet Switzerland bids to be of the same value to try and avoid leaving holes.

AI会快速根据谈判类型来评估花费而非简单地根据花费x倾向的最优解条目来竞标。这样一来可以略微减少丑陋的版图的出现,而且AI能有效地抉择同类型谈判和同一个目标的竞标倾向。举个例子,法国会考虑将同样的竞标花费用于附庸瑞士全国,避免留下空洞。


Debugging Tools

调试工具


We've expanded the options in our imgui during By Blood Alone, and now this handy air region tool will be in your hands:

我们在设计唯有浴血By Blood Alone时给imgui扩充了调试内容,现在这个趁手的空域测试工具也可以交给你们用了。




You can access this with the console command imgui show air, followed by selecting an air region. This will give you up-to-date information on the details of the wings present in the area and their efficacy.

在选择一块空域后,你可以借此用控制台调整imgui显示的空战情况。这会给你提供空域中战机数量与作战效率的即时信息。


And that's all for this week! Next week there will be a break in dev diaries, but tune in in two weeks for a round up on the technical situation and changes coming in the Avalanche update.

这周内容就这么多了!下周我们的开发者日志会放个假,但是两周后会回来谈谈接下来的 “雪崩” 更新中的科技情况与改动。



翻译:Raymond 人间面包 Strategemata

校对:zzztotoso 三等文官猹中堂


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