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钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从

更新时间:2021-10-14 16:26:10点击:

牧游社 牧有汉化翻译

牧游社 牧有汉化翻译

 

HOI4 Dev Diary - Mines and Minesweeping

 

HoI4 Dev Diary - Resistance and Compliance

Podcat, Oberkommando HOI4

 

Welcome to another glorious Wednesday! Today we are going to be talking about mines and mine sweeping. Historically hundreds of thousands of mines were laid during WW2 and with Man the Guns you too will be able to do so in Hearts of Iron.

YaBoy_Bobby, HoI IV Game Designer

欢迎来到另一个美好的周三!今天我们要来讲一讲水雷和扫雷。历史上各交战国在二战期间铺设了成百上千的水雷,而如今随着炮手就位Man the Guns的更新,你现在也能在钢铁雄心里这么做了。

 

 

Hello HoI bois and ladies, welcome to the second dev diary on our upcoming unannounced expansion and 1.8 ‘Husky’ update. This update features some big changes to how occupied territory functions. The biggest part of this is an overhaul of the game’s current resistance system into what we are calling the “Resistance and Compliance” system. This should help curb a bit of power from snowballing (Hello, Germany), remove gamey early war sniping of provinces, and put a bit of a clock on world conquest runs.

From a gameplay perspective mines do a lot of interesting things. They add more interaction with the naval layer of the game, create a weapon both for smaller naval nations to fight bigger ones, and for big ones to try and limit where the enemy can get to them.

从游戏性的角度来看,水雷能够做很多有趣的事情,它们给游戏里的海军行动增加了更多的交互,可以充当海军弱国对抗强国的武器,以及帮助海军大国尝试限制对手向其发动攻击的范围。

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图1)

HOI的诸位玩家们大家吼啊!欢迎来到关于我们即将到来但尚未公开的扩展包以及1.8版本号“哈士奇husky”更新的第二篇开发日志。这次更新对占领区域的运作方式进行了一些重大更改。其中最重要的部分是将游戏现有的抵抗系统重制为“抵抗与顺从Resistance and Compliance”机制。这将略有助于抑制滚雪球的效果(说的就是你,德国),消除早战夺取特定省份玩法的效果,并延长世界征服体验的时长。

As you may remember from my presentation at PDXCON, I talked about adding a ship designer to Man the Guns. It is not quite ready to show off, but it’s important to know that sweeping and laying mines are something you will be upgrading or redesigning your ships to be doing. Minelayers and Minesweepers are not actually new ship classes. In my screenies I have destroyers that can both lay and sweep mines for simplicity, but as @Archangel85 pointed out earlier “I am probably going to have a ton of different destroyer designs”... anyways, details on the designer is for a future diary when it is done, but hopefully it helps explain some stuff in the proper context.

正如玩家记得我在PDXCON上所展示的那样,我说过要在炮手就位扩展包里增设一个舰船设计器Ship Designer。这个想法暂时还没办法变成现实,不过很重要的一点是,现在布雷和扫雷都需要船只的更新或者重新设计。布雷舰和扫雷舰并不是实际上的新舰种。在我的截图中,为了简单起见使用了驱逐舰来进行布雷和扫雷的工作,但情况可能会演变成@Archangel85早前说过的“我可能要有成捆的驱逐舰改型了...”那样。不论如何,关于舰船设计器的详细内容,我们会等完成之后在将来的日志里发布,但先讲明这个具体语境大概有助于理解一些游戏新内容。

 

Mines are unlocked from techs and require ship designs fitted to deploy them. Destroyers and light cruisers can do this, as well as submarines with the correct tech (excellent if you as Germany want to make things even more dangerous for the British at a lower risk to yourself). Mines can also be dropped from the air with later game techs. Both of these unlock new missions for navies and airwings.

水雷将需要科技来解锁,并且需要对应的舰船设计来进行铺设。驱逐舰和轻型巡洋舰可以胜任这项工作,有正确科技的潜艇也可以(假如你想用德国以更小的风险给英国佬们带来更大的麻烦,这是一项重大利好消息)。研发后期科技后,水雷也可以从空中被投放。这同时给海军和空军带来了新的任务。

 

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图2)

The old resistance system is rather simple. Each occupied state has a suppression requirement. If you meet that requirement nothing happens. If the suppression requirement is not met then you suffer from increasingly common sabotage to factories or infrastructure as resistance strength grows. We decided we could make this more interesting and use it as a way to further control the power of snowballing.

Mines can be made better and better through research. You start off with Contact Mines to unlock them. Then their destructive power is improved with Magnetic and Acoustic mine techs and finally with Pressure mines. At the bottom (heh) you also see two techs for submarine mine laying. The first is just the basic ability, while the second improves efficiency a lot by allowing mines to be deployed through torpedo tubes, thus no longer requiring you to design specialized minelaying submarines.

旧的抵抗系统相当单纯。每个被占领的地区都有一个镇压需求。满足需求值的情况下什么都不会发生。如果未满足镇压需求,占领地区的工厂或基础设施遭到的破坏会随着抵抗度的增长越来越频繁。我们决定让相关机制更有趣味,并以此作为进一步控制滚雪球效果的手段。

 

The growth of resistance is no longer stopped by having an adequate garrison. Resistance now functions with a target system. The resistance level will grow or decay towards whatever the current target is. The target is impacted by the development of the state, the core owner still existing and other factors. Resistance activities will still scale with the level of resistance, but the garrison will now work as a shield that absorbs these sabotages. If the garrison is adequate, the garrison shield will absorb the vast majority of sabotage attempts and take losses to manpower and equipment. Not having an adequate garrison means a higher resistance target and more resistance activity making it past the garrison shield to the state.

水雷会随着研究的进步变得越来越有效。你会从接触式水雷Contact Mines开始解锁水雷科技线,而随着磁感Magnetic、声感Acoustic,到最后压感Pressure水雷科技的研究,水雷的破坏力会逐步增强。在科技树的底部(喂),你可以看到两个潜艇布雷的科技。第一项只是基本能力,而第二个则可以通过鱼雷发射管布雷来大大提高效率,因此也不需要再设计专门的布雷潜艇。

抵抗度的增长不会再因有足够多的驻军而停滞。抵抗系统现在伴有一个目标机制来运作。无论当前目标是什么,抵抗度都会增长或减弱。其目标受到地区发展、核心所有者是否仍然存在等等因素的影响。抵抗活动仍然会与抵抗度的级别相对应,但是驻军现在将作为一个护盾并承受这些破坏行为。如果驻军数量足够,驻军将吸收绝大多数破坏行为的伤害,并因此损失人力和装备。没有足够的驻军意味着更高的抵抗目标和更多的抵抗活动,并使其越过驻军的护盾破坏此处地区。

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图3)

 

To get rid of mines you need minesweeper capable ships. This unlocks the naval mission to sweep mines and will slowly work at clearing areas. Minesweepers are also nice to include in your fleets as they will then be assumed to travel ahead of the fleet and reduce the impact of mines on them. I suspect a good design combo will be anti-air and sweeper on screen ships to be your passive defense when in enemy waters.

抵抗力量:50.00%

为了消除水雷的威胁,你需要准备可以进行扫雷的舰船。这可以解锁扫雷的海军任务,并会开始缓慢地净空区域的工作。在舰队中放点扫雷舰会非常有用,她们会被设定在舰队最前方航行,减少水雷对舰队的影响。俺寻思在屏卫舰队中安排点防空舰和扫雷舰会是一个不错的组合,这将成为你在敌方海域航行时的被动防御手段。

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图4)

There is also a passive “degaussing” technology that can be researched after Magnetic Mines. This was employed during WW2 to reduce the magnetic signature of ships and thus make them less likely to set off mines.

与此同时,在研发磁感水雷科技之后,有一个被动的“消磁”科技将可以研发。这个科技在二战中被应用以减少舰船的磁性特征,从而减少她们触发水雷的概率。

抵抗目标:9% [基础值30%;控制者处于和平-10%;低稳定度-10%;军法管制-20%;顺从度-1%;]

 

It is also possible to sweep mines from the air, but this is a late game, expensive technology and unlocks a new air mission for bombers. This was something that was done sparingly and in shallow waters, but for example was successfully done to evacuate the Dutch royal family to Britain.

抵抗力量衰减:0.100%

玩家也可以从空中进行扫雷,不过要等到游戏后期的昂贵科技,这将为轰炸机解锁新的空军任务。空中扫雷一般进行得比较少,而且都是发生在浅水海域中。但这还是有成功案例的,比如说把荷兰皇室撤退到英国的行动。

Compliance is in some ways the opposite of resistance. It is a rating of how willing the local state is to work with their occupiers. Compliance will normally start at zero and increase slowly over time. Compliance growth will generally be slow and several factors can affect that speed of growth. As compliance increases in a state, it will decrease local resistance and give access to more resources, factories, and manpower.

 

What do mines exactly do then? Well they blow stuff up! Their explosive results are shown on map as accident reports, and there is a new tab too under the Naval Losses statistics interface if you want to dig into details. As ships operate or move through a zone they will risk running into mines. This can lead both to minor damage as well as outright sinkings. The best ways to avoid this is to make sure the area is swept free of mines, but as mentioned above, having your ships travel with sweeping capable ships makes it safer for all.

那么水雷到底是用来干什么的呢?当然是用来把东西炸飞的了!它们的爆炸成果将会在地图上以事故汇报Accident Reports的形式呈现。与此同时,假如玩家想要更多细节信息的话,在海军损失的统计界面下将会增设一个新的表单。当舰船在一个区域里执行任务或是移动的时候,她们就有触雷的风险。水雷有可能只造成轻微的伤害,或者是直接导致船只沉没。避免这种局面的最好办法就是确保这片区域里完全没有水雷;不过就像先前提到的,带着能够扫雷的船只和舰队一起航行也可以增加安全性。

在某些方面,顺从度Compliance与抵抗恰好相反。这是一个衡量当地地区与占领者合作意愿的数值。顺从度通常从零开始随着时间缓慢增加。顺从度的增长通常会很缓慢,且增长速度会被几个因素所影响。随着一个地区顺从度的提高,它将减少当地抵抗,并提供更多的资源、工厂和人力。

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图5)

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图6)

顺从力量:98.80%

顺从增长:-0.033% [基础值0.060%;控制者处于和平*25%;额外顺从度改变:高顺从度-0.098%,军法管制-0.01%;]

This is not all through, mines have several passive effects.

但这并不是全部,水雷还有一些被动效果。

 

Resistance and compliance also will have various effects that are unlocked. Resistance will gain the ability to more frequently bypass the garrison shield after it reaches a strength of 25%. Reaching 25% compliance means reducing suppression requirements for the current level of resistance.

Naval superiority - Having mines in an area helps amplify the effects of your navy (after all they can concentrate more effectively knowing where the mine fields are). This can be seen in our new naval area screen, which is the naval equivalent of the state view:

抵抗和顺从也会解锁各种效果。当抵抗度达到25%时,它将获得更频繁地越过驻军护盾的能力。当顺从度达到25%时,意味着它将降低当前抵抗度级别的镇压要求。

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图7)

重组劳动力

该修正当前被激活。当顺从度低于38%时该修正将不可用。

制海权 - 一片有水雷的海域可以增强海域中海军的效率(毕竟知道雷区都在哪里之后,她们可以更好地集中精力)。这项内容可以在我们新版的海军界面中看到,其为展示了海军相对力量的海域地块视图。

当该修正被激活时会应用以下效果:本地资源+10%;本地工厂+10%。

The highest level of resistance unlocks include two levels of uprising. The first is a passive malus that is applied to the state, adding attrition, decreasing move speed, and slowing org regain for occupying forces in the area. The 2nd level uprising is a full scale organized uprising that functions somewhat like a civil war. The states that rise up will gain low-quality divisions and either rejoin their former master or if that no longer exists, reestablish themselves on the map. Both of these should be somewhat rare and will require the local resistance being supported by an outside source.

最高级别的抵抗度将会解锁两个级别的起义。第一级起义是给予该地区一个被动减益,使其当地驻军承受损耗、降低移动速度和低速组织度回复。第二级起义是一次全面的有组织的起义,其效果类似于内战。起义的地区将获得低质量的部队,要么重新加入他们以前的国家,亦或是当该国家不存在时,将会在地图上重建该国家。这两种情况都比较罕见,并需要外部资源支持他们的局部抵抗。

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图8)

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图9)

起义

Other than that and blowing ships up mines will slow down enemy ships (since they need to be more careful) and increases the invasion penalty to coastal area. So mines are both good offensively and defensively.

除了制海权和把船只炸上天,水雷还可以拖慢敌方船只的航行速度(因为她们需要更加小心),并增加沿海地区的入侵作战惩罚。所以水雷既可以成为你的坚盾,也可以变成你的利矛。

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图10)

Mines can only be laid while at war and will start to disappear over time once a nation is completely at peace. You always know how much mines there are in an area, so you know how to deal with them and take them into account. That means that with the new naval access controls you can tell your ships and convoys to avoid heavily mined areas, but of course this may make it a lot more predictable for your enemies where to hunt. Having an advantage in the encryption-decryption war will also add a certain amount of passive defense against mine effects as you may have some information about their positioning.

水雷只能在战时铺设,并且会在一个国家处于完全和平状态后逐渐移除。玩家总是可以获悉一片区域里有多少水雷,因此你能够将它们也算入作战考量因素中,并考虑如何对付它们。这意味着在新的海军路线控制系统中,玩家可以让军舰以及运输船避开水雷密集

该修正当前被激活。当顺从度低于73%时该修正将不可用。

当该修正被激活时会应用以下效果:师部队速度-50%;战略部署不可用;当地补给-50%;当地损耗+30%。

In conjunction with these new systems, we have reworked how occupied states are handled. Colony states will be removed as a concept and every state not controlled by a nation with a core on the state will be viewed as occupied. Occupied states will now be less rewarding for the occupier. Access to the factories and resources of the state will by default be much lower than before. However, the conqueror can get more out of the state by cultivating compliance or adjusting occupation laws. This gives a bit of granularity between what was previously colony states and cores.

结合这些新系统,我们重制了被占领地区的运作方式。殖民地地区Colony State这一概念被移除了,而每一个不受有其核心的国家控制的地区将被视为被占领地区。现在被占领地区给予占领者的收益更低。被占领地区默认的可用工厂和资源量将比以前低得多。然而,占领者可以通过积攒顺从度或调整占领法案来提高收益。这样的改动能给先前机制中是殖民地地区和核心地区的两种地区之间提供一些区分度。

 

Occupation laws will also be updated to work with the new resistance and compliance systems and give the player more choice. Previous occupation laws were mostly a linear system of paying PP and increasing suppression need for increasing rewards. If you could afford it, harsher occupation would almost always be more beneficial. This was also a system not a lot of people interacted with as it was hidden behind several layers of the menu.

占领法案Occupation Laws也会更新,并适配新的抵抗和顺从系统,同时给予玩家更多的选择。以前的占领法案基本是个线性系统,玩家通过花费政治点数并增加镇压需求来获益。如果玩家能负担得起,更严酷的占领法案基本上都是更有利的。这也是一个仅有少量玩家互动的机制,原因在于其界面深埋在好几层菜单下。

 

New occupation laws are built around trying to give the player choice based on playstyle and short and longterm goals. The new laws tend towards one of three objectives: compliance growth, resistance suppression, factory/resource exploitation. Compliance growth is a longterm reward, while resistance suppression and resource gains are more short term. These laws will, in turn, be bad at what they are not concerned with. IE focusing on resistance suppression will generally not be very rewarding in terms of resources or long term compliance growth. Cultivating compliance will mean that the player will have to deal with a period of low yields and maybe a more active resistance movement. Each of the big three ideologies will also get their own special occupation laws. These laws fit the themes of the ideologies and give them some unique choices

新的占领法案建立在试图给与玩家基于自身游戏风格以及短期与长期目标的选择之上。新的法案倾向于三个目标的其中之一:顺从度增长、抑制抵抗度、工厂/资源的开发。顺从度增长是一个长期收益,而抑制抵抗度和资源收益则是短期的。这些法案反过来又会在不受其关注的方面产生糟糕的影响。从资源收益或长期的顺从度增长方面对照来看,专注于抑制抵抗度通常不会带来很大的回报。培养顺从度意味着玩家将不得不应对一段低产期,或许还需要面对更积极的抵抗运动。三大意识形态都会有自己的独特的占领法案。这些法案符合意识形态的主题,也给了他们一些独特的选择。

钢铁雄心4开发日志 | 8/22 水雷与扫雷钢铁雄心4开发日志 | 9/4 抵抗与顺从(图11)

That's all we got for this week. Next week we will update the good people of these forums on what is going on with France. Secrets and things hidden will be revealed!

这周的内容到此为止。下周我们将向论坛的优秀社群介绍法国的最新进度。机密和隐藏的内容将会公布!

 

 

翻译:北安

校对:zzztotoso 三等文官猹中堂

 

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