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钢铁雄心4开发日志 | 8/17 和平会议概述

2022-09-06 12:35 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Heat of Iron 4Developer Diary | Peace Conference Roundup

YaBoy_Bobby, Game Designer - HoI4


Hello all!

大家吼啊!


I join you to once again talk about peace conferences. This time we have more info on our changes and features that I was not able to go into last time. Most of these are coming as part of By Blood Alone.

我又来和大家聊和平会议了。这一次我们带来了更多上次我没能细说的改动和功能信息。当中大部分都会作为唯有浴血By Blood Alone的内容推出。


Previously I talked about mostly the structure of the new Peace Conference system. If you have not read that Dev Diary, I recommend checking that out first. The short version is that we are reworking the old peace system into a new one that features simultaneous and blind turns, all conferences actions being contestable, and limited points to use in the conference.

我在上次主要谈及了和平会议的新系统的架构。还没看上次和平会议日志的朋友,建议先去瞅一眼。简而言之,我们会把旧的和谈系统重制为新的系统,以同步进行和盲选为主要特征,会议中的所有行动都是可竞争的,而且会议中的可用点数是有限的。


Before we cover new stuff I also want to address some changes to the jargon we introduced last time. We considered changing "demands" to "bids" to fit with the new system. The previous dev diary talked at length about bids. We are instead now referring to all of these as "demands."

在我们开始聊新内容之前,我还想说一下上次引入术语的一些改动。我们曾想过把“要求Demands”换成“竞标Bids”以贴合新系统。上一篇日志中曾用很大篇幅来谈论竞标。而现在我们将会把这些全部称为“要求Demands”。


Now for some new stuff! Firstly, I would like to show off our nearly complete UI with a comparison to the old UI.

现在来看看新东西吧!首先,我想透过与老UI的对比,来展示一下我们几乎完成的UI。


Nearly Finished PC UI

近乎完成的和平会议界面:



Old PC UI

旧的和平会议界面:


[Edit: This old shot from the HoI wiki contains modded material. We're leaving it in since it was quoted, but please be aware.]

[补记: 这张来自钢铁雄心维基的老截图里有mod修改过的东西。我们会把它留在那因为它被引用过了,但请大家留意这一点。]


In the new system we have expanded the "Demands" portion to the entire left of the UI while moving all relevant information about victors or beneficiary nations to the right. Part of this was to make the menu more presentable, but another part of this was to handle what is now a more complex system of demands.

我们在新系统中把“要求Demands”部分拓展到界面整个左侧,同时把所有战胜国和受益国的相关信息搬到了右侧。这么做的其中一个原因是为了让菜单看上去更加象样,而另一个原因则是为了处理现在更为复杂的要求系统。


As part of By Blood Alone, we are adding five new types of demands to the peace conference. Four of these are a new type of "Additional Demand" which I will go into shortly. The other new demand is "Take Navy." This will allow participants in the conference to use their participation points to demand enemy capitol ships as they would a single state. This means that players requesting the same ship will result in a contested claim. When the conference finishes, screen ships will be divided up amongst those who claimed capital ships based upon the ratio of capital ship industrial cost claimed. We attempted to find solutions to allow more precise claiming of non-capital ships, but were unable to arrive at a satisfactory interaction flow or a good way to fit it into the larger peace conference system.

作为唯有浴血By Blood Alone的一部分内容,我们会在和平会议中加入五种新的要求。当中四种都属于我即将谈及的“额外要求Additional Demand”类型。而另一个新要求则是“夺取海军Take Navy”。此选项将允许和谈中的参与国用其参战点数来索要敌国的主力舰,就像索要单一地区一样。这代表对同一艘船提出要求的玩家会进入竞争的状态。当会议结束时,屏卫舰也将分配给主力舰声索国,按照受声索主力舰的工业成本比例来分配。我们尝试过找出一个可以准确声索非主力舰的方法,但却无法做出一个令人满意的互动流程,也未能找到一个把它融入和平会议系统整体内的方法。


Naval Demands being issued for the mighty Scharnhorst

对雄伟的沙恩霍斯特号提出的海军要求:



As mentioned previously, we now have "Additional Demands" These options all require an underlying demand of puppet or change government to have been applied to a state first. Secondary demands can be applied over the top of a normal demand during the same turn or any subsequent turn.

之前也提到过,现在我们有“额外要求Additional Demands”了。这些选项都需要先对某国提出傀儡或者改变政府的要求。这些次要要求可以在同一回合或任何后续回合中,在常规要求提出后再行适用。


The first secondary demand we have is "Demilitirized Zone." this prevents the target nation from placing troops in the selected state. This is a pretty classic part of many historical peace conferences and serves as a way of keeping troops off of borders.

第一类次要要求是“非军事化区Demilitarised Zone”。此选项可以防止目标国将部队移到所选省份。这是历史上许多和平会议里的经典内容,并作为让军队远离边境的方式。


DMZ option

非军事化区选项:



The next two secondary demands are both economic. These are "Resource Rights" and "War Reparations." To make resolving contested demands fit into our system, both of these demands target single states. Resource Rights gives access to the resources in a state. War Reparations gives control of local civilian factories in a state. Both of these last for a period of time the length of which is still TBD.

而接下来的两个要求都与经济有关。分别是“资源权利Resource Rights”和“战争赔偿War Reparations”。为了使这些要求的竞争结算适应我们的新系统,这两项要求都是以单个地区作为目标的。资源权利会给予使用该地区资源的许可。战争赔偿则给予该地区民用工厂的控制权。这两者都会维持一段时间,但时长仍未敲定。


Resource Rights and War Reparations options

资源权利及战争赔偿选项:



Our final new demand, coming with BBA, is "Dismantle Military Industry." This will remove military factories from the targeted state. This can be used to tear down a heavily militarized state's mic and help slow down re-militarization postwar.

我们最后一个的新要求,是“拆毁军用工厂”,它将与唯有浴血By Blood Alone一同推出。这个选项将会移除目标地区里的军用工厂。你可以用这个来拆毁一个重度工业化地区的军工业复合体,来并减慢战后重新军事化的速度。


Dismantle Military Option

拆毁军用工厂选项:



That's all we have for today and I thank you for stopping by. Next week, we will be talking about modding. Stay tuned! o7

这就是我们今天要说的东西了,感谢大家的时间。下一周我们要聊的是modding,记得保持关注啦!o7(译注:敬礼表情)!



翻译:视力不好的胡德

校对:zzztotoso 三等文官猹中堂


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