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钢铁雄心4开发日志 | 5/26 PDXcon总结及开发团队新闻

2021-06-03 22:00 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


HOI4 Dev Diary - PdxCon Recap and Team update

podcat, Oberkommando HOI4


Hi everyone! We need some recovery time after PdxCon before we talk about more new stuff so today I figured we would recap stuff from PdxCon as well as talk about some team and studio topics. I am happy to say that we announced the name of the next big expansion - No Step Back!

大家吼啊!在PdxCon结束之后,我们需要一些时间进行休整,之后才能介绍更多的新内容。所以今天我们将回顾PdxCon上的内容,以及一些和团队及工作室有关的话题。我十分高兴地告诉大家下一个大型扩展包的名称已经公布——绝不后退No Step Back


No Step Back

绝不后退


We finally announced the name of the next expansion at PdxCon! (I accidentally wrote it on twitter last week but apparently nobody had time to spot that hehe). No Step Back will launch together with the 1.11 Barbarossa update and the mission statement is to focus on Soviet, the eastern front and refreshing land warfare and logistics!

在PdxCon上,我们终于能宣布的下一个扩展包的名字了!(上周我不小心发在推特上了,但显然没人察觉,哈。)绝不后退No Step Back将与1.11版本号巴巴罗萨Barbarossa更新同步上线,它着重于苏联、东线战场,以及更新陆战与后勤系统!


This is a huge undertaking that changes a lot of key components of the game, especially the AI. This has been a major reason for waiting with Soviet. We needed to build up both ai stability and get a new partisan system in place and have time to rework supply etc etc, so its the culmination of a long plan towards this goal and its nice to see it coming together.

这份负担很重,毕竟我们要大改游戏的核心机制内容,特别是AI。这也是一直等到苏联重制时我们才进行这些大改的主要原因之一。我们需要增强AI的稳定性、开发新游击队系统,还要留够时间重做补给系统等等。因此这是整个长期计划的关键,能见证它逐渐成型也很令人欣慰。


This wasn't a full reveal - we will be showing off and announcing more features as the dev diaries come online. We also showed some more up to date visuals on the ongoing work on the (wip) supply system:

这篇日志并非揭露全貌——我们将在之后的日志中给大家展示公布更多内容。同时也会展出(开发中)补给系统的最新视觉效果。



There will be some more in depth looks on this again. We are currently working on how motorization functions as part of it but it's roughly as presented before with a focus on connecting supply hubs using railways and convoys to project supply, with motorization improving the process. The mapmode is starting to really come around and is much easier to play with compared to the one we showed in the initial early look diary (just don't look too close on the red - lack of supply color above, I grabbed it from a bug report where stuff was intentionally made extra bad for those units to test… but I felt it showed off the state well).

之后补给系统的相关内容还会有更多深度解析。目前我们正在研究如何让摩托化的功能融入补给系统的运作方式中去,不过它基本与我们先前提出的形式相似,着重于链接补给枢纽,并通过铁路与运输船来输送补给,并借由摩托化来改良这个过程。相较于先前日志中的初版,补给地图模式现在更为完善且更容易使用(别太在意缺少补给的红色区域,这是我从一份Bug报告里面截取的,测试时故意给这些部队营造了很糟糕的情况,但我认为它能很好地展示这个系统的状态)。


placeholder train graphics as our proper models aren't in the game just yet, but doesn't it look cozy?

实际火车模型还没加载进游戏里,这里先用临时占位模型。不过这看起来很舒坦,不是么?


We also teased some pictures of the railways and trains, as well as confirming that there will be railway guns as a new unit type. They function a lot like naval bombardment support and are intended to help break tough defended positions (probably cities/railway hubs). More on those in a dedicated train porn diary in the future

我们还放了一些铁路和火车的图片,顺便敲定了列车炮会作为新部队类型出现。它的机制很像海军舰炮支援,目的是为了摧毁坚固的防守点(有可能是城市、铁路枢纽)。关于这些东西的更多信息我们之后会在一篇火车专题日志中详细说明。



Soviet tree wise we do not wanna show off too much yet. It will have its dedicated diaries (plural) and its one of our more ambitions trees yet, both in size and in player choices. Soviet is after Germany the nation thats most important to get right for a ww2 game, and compared to Germany a lot more complex. Here is a little teaser (are those icons placeholder or is it a shaved marx?), feel free to speculate what choices hide outside the screen...

谈及苏联国策树,我们还不想透露太多内容。它会有(多篇)专题日志进行介绍,也是我们最具野心的国策树之一,无论是从规模还是玩家的选项上而言都是如此。苏联是二战游戏“做对做好”的重要程度仅次于德国的国家,而且她比德国更加复杂。这里放点小预告(这是临时占位图还是刮了胡子的马克思呢?),请尽情揣测那些藏在这张图片之外的选择吧……


(yes I know center is on the left. Trust me it makes sense. You are crazy I am not crazy!)

(没错,我知道中间派在最左边。相信我这恒河里。是你疯了,我可没疯!)


PdxCon Recap - Statistics

PdxCon 回顾 - 数据


Let's start off with some yearly statistics updates!

让我们先从一些年度数据更新开始!


We keep trending up on active players. This year’s record peak was 899k players in a month which is crazy!

我们的活跃玩家持续增长。今年的每月活跃人数峰值是89.9万,这也太疯狂了!



Majors vs Minor nation picking keeps slowly converging towards an even split:

选择主要国家VS 次要国家的比率正逐渐持平:



Modding wise here are the latest numbers for the biggest total conversion mods:

Mod制作方面,这里是关于那些大型MOD的最新数据:


Road to 56 - 10%
通往56之路 – 10%

Kaiserreich - 6%
凯撒之国(KR) - 6%

Millenium Dawn - 3%
千禧黎明 - 3%

The New Order - 2.9%
新秩序 - 2.9%

Old World Blues - 2.2%
旧世蓝调 – 2.2%

The Great War - 2.2%
一战 - 2.2%

Cold War: Iron Curtain - 1.2%
冷战:铁幕 - 1.2%


Future Roadmap and thoughts

未来路线规划和想法


We also talked about the future of Hearts of Iron after No Step Back and onwards, because we don't plan to stop any time soon on expanding the game.

在大会上我们也谈到了HOI4在绝不后退No Step Back之后的未来,因为我们并没有打算在短期内停止开发和扩展这款游戏。


Yes, we will be reworking Italy in the future
是的,我们未来会重做意大利。

As games get older the harder it is to do large paid mechanics changes and HOI is starting to approach that stage now. Our current thoughts (that could totally change) is to focus more towards smaller DLCs like country packs, patches and free updates long term as this lets us focus on whats best for the game and get more flavor in.
随着游戏年龄的增长, 游戏也将越来越难实装需要付费的大规模机制改动,而HOI4也快到了这一阶段。我们目前的想法(可能会变)是今后长期专注于较小的DLC,例如国家包、补丁和免费更新,因为这使我们可以专注于最适合游戏的内容同时加入更多风味。

Speaking of country packs. Battle for Bosporus or Death or Dishonor is what we are thinking here. We want to focus on themes and specific regions here. At the moment the top contenders we think about are Scandinavia, Middle East and South America (so big its maybe two though), but we got more ideas. Game development is hard and no plan truly survives contact with the enemy etc so we will see, but this is our intent
说到国家包,我们指的是博湾纷争Battle for Bosporus或者玉碎瓦全Death or Dishonor这种。我们想专注于特定主题和地域。目前,我们考虑的主要选择是斯堪的纳维亚、中东和南美(内容可能多到要分两个包),但我们还有更多的想法。游戏开发很难,而且计划总会遇事而变,我们准备放眼未来,但目前的打算就是这样。

There are a few big pain points in the game like peace conferences that are definitely things we are planning to tackle as part of the future plans, and a focus towards country packs make that easier.
游戏中有一些大问题,比如和平会谈,这绝对是我们未来打算解决的问题,而专注于国家包将会使整个过程容易些。

We also want to try and help onboarding for new players. HOI4 is a hugely complex game and the tutorial is really not what it could be. But we also have other improvement ideas here.
我们也想尝试并帮助新玩家入坑。HOI4是一个非常复杂的游戏,而教程还有待改进。但是我们在这方面还有其他改进想法。


To be clear, none of this is promises because plans change, and I cant say exactly when these things happen - my goal is to keep you in the loop with how we think about things

但要申明,这些都不是我们做出的保证,因为计划赶不上变化,我说不好什么时候会遇上什么事——我的目标是保证玩家能与我们对游戏的看法一致。


If you want to watch the pdxcon panel here are some bookmarks to the twitch stream (I am told there will be youtube clips available in the future too):

如果你想看PDXCON,以下是一些Twitch直播链接(我被告知这些内容也会被做成youtube视频):


HOI4 Panel start:pdxint.at/34jZxQU

No Step Back Talk:pdxint.at/3uid2eh

Future:pdxint.at/3oY5359


Reinforcements!

增援!


We have some cool team stuff happening, I will hand over the mic to @Arheo

我们还有一些很酷的团队事务要公布,现在把话筒交给@Arheo



Greetings all! Fresh from the Elysian fields, several of us previously from the Imperator: Rome team have swapped our gladii for KV-1s and have integrated with team HOI to create the ultimate combined arms, bear mounted (..thanks, Dan) division.

大家好!我是从乐园之地来的新人,我们这些此前在帝皇:罗马团队任职的部分员工把我们的罗马短剑换成了KV-1,并与HOI团队进行了整合,以创建终极武器:骑熊师(…谢谢你,Dan)。


On a personal note, I'm thrilled to be joining HOI - it remains one of my all-time PDS favorites. The opportunity to give so much attention to such a short yet critical period of history is rarely afforded elsewhere. I have a great interest in the simulation of socio-political/economic causality behind the global narrative HOI provides, but find myself most at home micromanaging an ever-diminishing frontline in Russia… now with trains.

就我个人而言,我很高兴能加入HOI团队——它始终是我最喜欢的PDS游戏之一。其它地方很少有这样的机会来仔细关注二战这段短暂而关键的历史时期。我对HOI所提供的全球叙事背后的社会政治/经济因果关系非常感兴趣,但我仍在家里对日益细小的俄罗斯前线进行微操……现在还要调整火车。


The ex-Imperator folks bring with them a wealth of knowledge which I'm certain can be put to good use here - we have spent a long time reacting, consulting, and working with our community to build a better game - something which I look forward to doing with the passionate fans of the HoI community as well.

前罗马同仁们带来了很多知识,我敢肯定在这里它们能得到很好的发挥——在开发IR时我们花了很多时间来回应、咨询我们的社区,并与社区一起开发更好的游戏——我很期待也能与HOI社区热情的粉丝一起做这些事。


Join the Army?

应征入伍?


Hi, I'm @Birken . I'm the technical director of Studio Gold and have been with Paradox since the release of Hearts of Iron III.

大家好,我是@Birken。自从HOI3发售以来我就担任Studio Gold的技术总监。


We're expanding the programming department in Studio Gold to better support the development of Hearts of Iron and future projects. Right now I'm looking for a Manager to help me develop our department as well as programmers that want to work with us to keep on building on Hearts of Iron and other GsG titles.

我们正在扩充Studio Gold中的编程部门,以更好地支持钢铁雄心和未来项目的开发。目前,我正在寻找一名经理来帮助我发展我们的部门,以及一名程序员与我们一起开发HOI和其他大战略游戏项目。


Please checkout the following job ads if you think it could be something for you.

如果你有兴趣的话,以下是一些招聘广告链接。


Programmer Manager

career.paradoxplaza.com

Game Programmer:

career.paradoxplaza.com

Senior Game Programmer:

career.paradoxplaza.com


That's it for today, see you all next week!

今天就这样,下周见!




翻译:铿尔舍瑟 FacialMaster

校对:zzztotoso 三等文官猹中堂


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