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钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做

更新时间:2021-10-14 13:31:18点击:

牧游社 牧有汉化翻译

牧游社 牧有汉化翻译

 

HOI4 Dev Diary - 4th Anniversary

 

HoI4 Dev Diary - France Rework

Archangel85, Leading Content Designer HoI4

 

Bonjour! Today we will be talking about the upcoming rework of the French focus tree. At this point in development, not all the art is in, so some of the things you’ll see are still work in progress.

podcat, Oberkommando HOI4

钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做(图1)

Hi everyone! Thisweek is Hearts of Iron IVs 4th anniversary. I’ve got some cool data to share with you, new armor and radio packs as well as patch for you to celebrate! All of this releases tomorrow :)

大家吼哇!这周是钢铁雄心4的四周年纪念日。我这里有些好玩的数据要和大家分享,我们也会带来新的装甲车辆和电台包,还有补丁来跟大家一起庆祝!所有这些将会在明天发布。

A Look Back & Cool Numbers

各位吼啊!今天我们将会讨论即将到来的法国国策树重做。在目前这个开发阶段,并非所有的界面都是成品,所以你将看到的某些内容还在制作当中。

回顾,以及一些有意思的数据

 

 

We are well aware that the France Focus Tree currently in the game is perhaps not the worst of the remaining vanilla trees, but we believe that reworking France allows us to better integrate some of the new features coming in the upcoming DLC. For that reason we have decided to split “the French Experience” (™ pending) across three weeks. Today we cover the base tree, next week we will be looking at the reowrk of the resistance and occupation system, and in two weeks we return to take a look at Free France and Vichy.

我们很明白,目前游戏中的法国国策树或许不是最差的未改动过的国策树,但我们相信现在进行重置能更好地整合一些来自新扩展包中的新特性。所以我们决定把“法国游戏体验”(™暂定名)的内容分散到三周时间里来谈。今天我们会说说国策树,下一周将会关注抵抗和占领系统的重做,再下一周回顾一下自由法国和维希法国。

It's crazy how Hearts of Iron keeps growing. I personally started with playing HOI2, and worked on HOI3 as a coder and game director on HOI4, and while people still call it a niche experience for WW2 buffs, it has also grown to be so much more (or us WW2 nerds are more numerous than we think :D). Around La Résistance release we clocked a new record on monthly players of 899k (the 1000 of you that didn't log in that month are responsible for my OCD flaring up!). HOI4 is quite unique in how stable the growth is. Most games that aren't multiplayer or the like usually has big dips between releases. I think the two big factors that keeps us so stable is the replayability as well as the amazing mods that keep updating giving people new stuff to play with continuously :) Here is what the curve has looked like over the years:

钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做(图2)钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做(图3)

钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做(图4)

钢铁雄心不断成长的样子真是太疯狂了。我自己是在钢铁雄心2的时候入坑,然后成为钢铁雄心3的码农,而到钢铁雄心4的时候我已经是它的游戏总监了。尽管人们仍然称它为二战迷的小众体验,但玩家人数也变得越来越多(或者说我们这些二战迷的数量比我们想象的要多:D)。在抵抗运动La Résistance发布的时候我们获得89.9万月活跃玩家的新纪录。(那1000位没有在那个月登录的玩家,你们要对我的强迫症爆炸负责任!)钢铁雄心4的稳定成长非常独特。对于绝大部分没有多人模式(或者类似功能)的游戏来说,在更新之间的长草期活跃人数会下降。我觉得我们的活跃人数这么稳定主要是因为两个重要因素:第一个是游戏本身的可重复游玩性,第二个就是那些非常优秀的Mod,它们总能不断更新给大家带来些新东西,吸引玩家们一直玩下去:D。这里是我们近些年来的曲线:

钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做(图5)

全图云盘: pan.baidu.com/s/1C-jzLSwkPCtUe_ng1wcJ7Q

钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做(图6)

提取码: dyrb

I also took a look at country popularity between the last year and the release year. These are the top 10 nations currently with comparison to 2016:

While the basic French Focus Tree was good, we wanted to improve on it a bit. Specifically, a France that survived past about 1941 would find itself entirely out of focuses, so the new focus tree would have to be deeper. In addition, we wanted to have a more accurate representation of the many issues that impacted French policy-making in the period, and to have decisions you make come back to haunt you (“Short-term solutions cause long-term problems”).

虽然基础版法国国策树还可以,但我们想要稍微改进一步。具体来说,一个抵抗到1941年的法国会发现自己没有国策可以点,所以新的国策树当然需要延长一些。此外,我们想更准确反映出当时影响法国政策制定的诸多事项,以及做出的决定会回过头来困扰你的境况(“短期解决方案导致长期问题”)。

我同样还有比较游戏中各个国家在游戏发行那年与今年的游玩人气差异。这里是现在的人气榜前10的游戏中的国家与各自2016年的数据的比较。

 

钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做(图7)

Most see relative reductions here because we have in general made a lot more nations playable with more focus trees and other improvements (in 2016 Poland had Hungary's spot while now its pushed below both Spain and Hungary). There are a couple of obvious increases who all seem to come from focus tree changes also :)

We also wanted to give proper representation to the unusual state of affairs that existed between the Vichy government and the Fighting French under de Gaulle, but you’ll have to wait for a bit longer to see just what we have in store for them.

我们还想更恰当地表现出在维希政府和戴高乐领导的法国抵抗力量“战斗法国Fighting French”中种种不寻常的事态,但你得过一星期才能看到我们准备的这部分内容。

 

这里的绝大部分国家都出现了相对游玩量下降的情况,这是因为总体而言我们用更多的国策树以及其他改进来使得更多的国家变得具有可玩性(波兰本来在2016年占着现在匈牙利的位置,不过现在被匈牙利和西班牙给联手挤下去了)。这里也有几个明显人气提升的国家,看起来应该也是国策树改动带来的效果:D。

The French tree as it is currently in the game represents fairly well what has become the unofficial focus tree design philosophy: Separate branches for industry, the armed forces, politics and alternate ideologies. So the base structure should still look familiar.

Allied Armor Pack

目前游戏里的法国国策树很好的代表了约定俗成的非官方国策树设计哲学:分为工业、军事力量、政策和意识形态几大分支。所以基本框架应该看上去也很眼熟。

同盟国装甲车辆包

 

Tomorrow we also release the followup to last years Axis Armor Pack, this time for the allies. This includes 45 armored vehicles for USA, UK, France and Soviets. On top of this we also add in 32 tanks from the Colonel Edition for those nations also for a total of 77 :) This is one of the reasons that we stopped selling the Colonel Edition last month - it was making it messy to buy cosmetic packs and we didn't want to split stuff up further. To make sure previous colonel edition players don't feel like they get as much, and also because its been such a great year for HOI4, we will be giving the whole pack for free to all those who had the colonel edition. Enjoy!

钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做(图8)

The Industry branch has been expanded by a system that I, in all humility, consider to be pretty clever: the “Invest in…” focuses give you building slots in a number of states in the area, with later focuses adding factories into each of the states previously invested in. That means the longer you wait in pulling the trigger on the Colonial/Civilian/Military Industry focuses, the bigger the payoff - but it comes later in the game. If you take all the investment focuses, you can get a whopping 18 civilian factories and 14 military factories in just three focuses (numbers are, of course, absolutely, 100%, final and won’t ever be changed for any reason).

明天我们也会放出去年轴心国装甲车辆包的后续,这次轮到同盟国了。这个内容包囊括了分别来自美国、英国、法国和苏联的45种装甲车辆。在此之上我们还添加了上校版里的32种坦克,所以现在总共是77种:D。这算是我们从上周开始停止发售上校版的一个原因——上校版的存在让玩家在购买模组包时一片混乱,而我们也不想再把这些东西分得那么麻烦了。因为要确保让那些已经购买上校版的玩家们不会觉得自己少了些什么,也因为今年是钢铁雄心4伟大的一年,我们会将这个组合包免费送给那些已经拥有了上校版游戏的玩家。享受吧!

工业线由一个——我非常谦虚地认为其相当“机智”——系统所延伸:“投资XXX”的焦点会给你的地区增加建筑槽位,随后的国策会在先前投资的每一个地区增加工厂。这就意味着你在殖民地/民用工业/军用工业上花的时间越长,你所获得的收益会越大——但这会在游戏后期才出现。如果你点完了所有投资的国策,你最终会得到高达18个民用工厂和14个军用工厂。仅仅通过三个国策哦(这个数字是,绝对,肯定,100%,最终版,不会有任何理由改动)。

 

(the observant players may remember that there is some ships in the colonel edition also, people who have that will keep them but they are not included in this armor pack. We will sort those boat boys out in the future).

(机智的玩家们可能记得在上校版中也有一些舰船模型,拥有这些舰船模型的人将能够保留它们,但它们不包括在这个装甲包中。我们以后会解决关于那些舰队男孩们的问题的。)

 

 

Below are some examples of vehicles included:

以下是车辆模型的一些例子:

钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做(图9)

In the political sphere, we decided not to introduce a fully new gameplay mechanic for France when we already have a perfectly functional stability and war support system that works fairly well in representing the internal politics of the Third Republic. To put it simply, you will have to tread a narrow line between raising your stability by lowering your war support and raising your war support by lowering your stability. Should your stability drop below 25% for too long, a civil war breaks out. To make matters worse, you have to contend with far-right and far-left groups taking to the streets in anger if you make decisions that they disagree with, potentially lowering your stability even further. You can ban these groups - at a stability penalty depending on their relative popularity, which might be difficult to recover from.

在政治方面,我们决定不把全新的游戏机制引入法国,因为我们已经有了一套完美的稳定性和战争支持度系统,可以很好地反映出法兰西第三共和国的内部政治局势。简而言之,你必须在“降低战争支持度换取稳定”和“降低稳定换取战争支持度”之间小心翼翼的走钢丝。如果你的稳定度低于25%以下太久,内战将会爆发。更糟糕的是,你将会同时面对极右翼和极左翼群体涌上街头——如果你制定的政策他们不喜欢,这将进一步降低你的稳定性。你可以取缔他们——以稳定性的代价,数值取决于他们的受欢迎程度,但后果可能很难弥补。

 

The threat of civil war is removed when you go to war with another country, and the political violence stops if you can get stability above 70% but it returns if stability drops below 50% without political action being taken to remove the causes.

当你与另一个国家开战时,内战的威胁将会消失;如果你的稳定性在70%以上,政治暴力就会停止;但如果稳定性掉到50%以下,同时你没有采取政治行动,那政治暴力就会回来。

 

And if all that wasn’t enough, France suffers from rather significant issues with manpower. The gruelling losses of the Great War had demographic effects down the line - fewer Frenchmen meaning fewer children being born, meaning fewer men reaching military age some 20 years after the war ended. This is represented by a national spirit reducing your recruitable population factor. Simply increasing your recruitment laws won’t save you, since you are now pulling workers away from their workbenches, causing a severe production penalty. You will have different ways of dealing with this issue, but expanding the citizenship and encouraging immigration might not be welcomed by everyone (the timescale of the game means you can’t make up the shortfall through new family policies).

如果这些内容还不够,法国还面临严重的人力问题。第一次世界大战中的严重损失造成了人口结构上的影响——法国男性减少,意味着新生儿减少,意味着一战结束后20年的时间点上,到了服役年龄的男性会更少。这体现在一个减少你可招募人口的国家精神。简单地更改征兵法案并不能拯救你,因为这意味着你把工人从他们的工作间拉进军队,会导致严重的生产惩罚。你有几种不同的解决方案,但扩大公民身份和鼓励新移民可能不会受到所有人的欢迎(在游戏时间尺度的限制下,你没有时间通过新的家庭政策弥补不足)。

译注:车辆型号与分类为译者推测,分别为

- M10“狼獾”坦克歼击车、M7“牧师”自行火炮、M15/16自行防空炮、M12自行火炮

钢铁雄心4开发日志 | 6/3 游戏四周年钢铁雄心4开发日志 | 8/28 法国重做(图10)

- “司事”自行火炮、“主教”自行火炮、丘吉尔AVRE(分类不明,游戏里可能算重型自行火炮)、“十字军”防空型自行防空炮

In better news, France will have a slightly bigger industrial base to play with to balance out these factors. The new diplomacy branch will also allow you to not just invite countries to the Little Entente, but to also invest in them and grant them some military factories, and later invite Britain and the Commonwealth to join your faction. It also allows you to exchange guarantees with the Soviets, or try to form a common faction with Italy. The so-called Stresa Front was already pretty much over and done in 1936, due to differences in opinion between Britain, France and Italy about the Italian-Ethopian border (mostly because Italy believed it shouldn’t exist). To revive that alliance, you’ll have to make some concessions and hand over some territory to Italy. If you can convince Britain to back you, it will make Italy even more likely to join you.

较好的消息是,法国将拥有一个稍大的工业基础来平衡这些因素。新的外交线也能让你不光能邀请各国加入小协约国,还能投资他们并给予他们一些军用工厂,然后邀请英国和英联邦加入你的阵营。它还能让你与苏联相互保证独立,或者尝试与意大利建立共同阵营。要不是英国、法国、意大利在意大利-埃塞俄比亚边界上的意见冲突(主要是因为意大利认为边界就不该存在,全吞就完事了),所谓的斯特雷萨阵线Stresa Front在1936年就该完成了。为了恢复这个同盟,你必须要做出一些让步,并把一些领土交给意大利。如果你能说服英国支持你,那么意大利会更有可能加入。

- ARL-V39坦克歼击车、“圣沙蒙”自行火炮版自行火炮、拉弗利W15(法军将其定义为“tank hunter tractor”,反坦克炮牵引车,游戏里可能直接作为轻型坦克歼击车)、雷诺UE57坦克歼击车

- ISU-152坦克歼击车、SU-76坦克歼击车、SU-26自行火炮、ZSU-57-2自行防空炮

 

All ideologies get the option to intervene in the Spanish Civil War, but as you might expect for such a historically contentious topic, it comes with a stability penalty, which, in the worst case, can tip you over the edge into your own civil war.

所有的意识形态都能选择干预西班牙内战,但考虑到此举相当有历史争议性,所以会导致稳定性惩罚,在最坏的情况下,可能导致你自己陷入一场内战。

 

Should you, for reasons passing understanding, not want to experience the historically accurate French experience, we have greatly deepened the alt-history focus trees. Starting with the formation of the Popular Front under Leon Blum (no relation), you can choose to invite the communists to the government (instead of simply having them tolerate you). From there you go on to implement more of the communist agenda, such as legal equality for women, economic centralization and propaganda to prepare the population for the inevitable revolution (we are, after all, talking about France). After you have forced the issue by essentially breaking up the temporary alliance with more moderate forces and having communists take power directly.

Allied Speeches

要是玩家出于某些难

同盟国的演讲

 

People seemed to like the radio addition last year, but this year we wanted to test something a bit different and more tied to gameplay. We have added 70 minutes of speeches from allied leaders and commanders, set them to music and trigger them based on ingame events. So for example when Japan declares war on USA you will be able to hear Roosevelt deliver his "a date which will live in infamy" speech.

玩家们似乎很喜欢去年新增加的电台,但今年我们想测试一些不同的东西,并让其更加与游戏玩法更相关。我们增加了70分钟的盟军领导人和指挥官的演讲;这些讲话会根据游戏中事件被触发,并且还会配上音乐。例如,当日本向美国宣战时,你会听到罗斯福发表他的“我们必须永远记住这个耻辱的日子”的演讲。

 

Here is a sample using one of Churchill's more famous speeches to give you an feeling for how it will sound:

这里是一个有关丘吉尔的著名演说的例子,它能告诉你这些演讲听起来大概是什么样的。

 

Its a great feeling when they kick in and adds some really nice historical flavor :) Note also that they are playable like any other tracks should you want to.

游戏中途它们突然出现并增加一些真实历史元素的感觉真的很不错。要注意的是,这些演讲就和其他音乐一样,是可以按照你的喜好播放的。

1.9.3 Patch

1.9.3版本号补丁

 

For this patch we wanted to focus on naval issues and improvements as we didn't touch that very much for La Résistance. To summarize the most important changes:

在这个更新包里我们主要在关注些海军元素,同时也对那些没在抵抗运动La Résistance扩展包中过多关注的内容进行了改进。让我来概述一下比较重要的变动:

 

Naval tech rebalance

海军科技再平衡

 

It's best to check the changelog for details here, but our goal has been to make tech investments into more efficient submarines more expensive and sub countering and investments into capital ships cheaper.

你最好还是看看这里的改动日志,能睇到所有详细内容,不过我们的目标是要让对应着更好的潜艇的海军科技投资更加昂贵,同时让反潜以及对主力舰所做的投资变得便宜一些。

 

Convoys and stun-locking

运输船队以及“昏迷锁定”

 

A very annoying strategy in multiple and sometimes in SP has been being able to essentially stun lock an enemies transports of troops in place at sea by lots of small naval engagements with submarines. Even if well screened they still need to wait to retreat and then would get caught again and again, sometimes taking months to get across the atlantic. To deal with this we have increased there treat speed bonuses from being well screened and also implemented a cooldown system. This system will give transports a cooldown after being caught where they can not be re-spotted again. The length of it depends on the length of their path as well as how well screened they are. For an unscreened vessel they will be caught pretty quickly in more interceptions while a properly screene done can continue on until the invasion beach if its not too far.

在多人游戏中(有时候单人时也有)的一项非常气人的战略,是通过很多使用潜艇的小型战斗让敌人的部队运输船队被锁死在大海上。就算这些船队被有效地护航了,它们还是需要时间从战斗中脱身,然后会被一次又一次地抓到;有些时候船队居然需要花数个月来渡过大西洋。为了解决这个问题,我们为被充分护航的船队增加了撤退速度加成,并新增了一个冷却机制。这个机制会使得运输船在被发现并攻击后获得冷却时间,在冷却时间里它们不会被再次发现。冷却时间的长度取决于运输路线的长度以及它们被护航的程度。一艘没有护航的运输船会被很快发现,同时会被敌军拦截多次;而如果路程没那么长的话,那些被有效护航的运输船则会在抵达入侵滩头之前都不会被发现。

 

Carriers and other naval changes

航母和其他海军变动

 

Carriers in the pacific really struggle with the large air zones and the weather penalties. It didn't make sense to us to apply the area size penalties to a mobile base with so few planes, so now any mission targeting a specific location (port strike, CAS etc) for planes stationed on a carrier will not have this penalty.

太平洋上的航母已经因为巨大的航区和天气惩罚吃了很多苦头。对我们来说,给一个只有这么点飞机的移动基地适用区域规模惩罚不是很合理。所以现在对航母上的飞机来说,它们在执行任何以特定地点作为目的战斗任务(如港口袭击和对地支援)时都不再会受到惩罚了。

 

On top of this it didn't make sense to have carriers planes suffer a 100% penalty from bad weather when land based ones had a much smaller one. While I doubt any planes could take off during a really bad storm, it makes little sense when we only really have one level of weather here to make it so brutal, so this penalty has been reduced to 80%. We also felt that if the weather is truly this bad guns really should be struggling more than they do as well as doubled that penalty to 20% to close the gap.

在这之上,看起来我们给航母飞机在恶劣天气下施加100%的惩罚但只给陆基飞机很少惩罚的举动不是很说得通。尽管我很怀疑在那种可怕的风暴中是否真的有飞机可以正常起飞,但是我觉得我们在只有一种程度的恶劣天气的情况下这么做未免太过于残忍了,所以这一惩罚现在被降低到了80%。我们同时觉得,如果天气真的这么糟糕的话,舰炮应该会发挥得比现在更差,所以我们把惩罚翻倍到了20%以缩小游戏和现实间的差距。

 

Carriers now also help the fleet overall. The side with the carrier plane advantage in the battle will penalize positioning of the other side, similar a bit in spirit to the effects of air superiority on land. We also made light guns a bit worse and buffed targeting and power of bigger guns to try and strengthen mixed fleets. We have also increased t