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钢铁雄心4 单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新

更新时间:2021-10-14 14:16:12点击:

钢铁雄心4    单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新(图1)

牧游社 牧有汉化翻译

钢铁雄心4


版本介绍:v1.7.1(87c8)版|容量16GB|集成唤醒勇虎.死亡或耻辱.一起胜利.炮手就位等DLCs|内置简体汉化|支持键盘.鼠标|赠官方原声22首BGM|赠多项修改器|内置19MODs|内置网络联机教程|赠攻略PDF

 


    《钢铁雄心4》(Hearts of Iron IV)是由瑞典游戏发行商Paradox Interactive开发的一款著名的二战模拟游戏。它是《钢铁雄心》系列的一款作品。

HOI4 Dev Diary - AI & Feature Updates

Podcat, Oberkommando HOI4

       希特勒、丘吉尔、斯大林、罗斯福等人皆在其中。毫无疑问故事将在反法西斯战争中开展,诺曼底登陆、冬季攻势和广岛原子弹爆炸或将一一呈现在游戏之中。

钢铁雄心4    单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新(图2)

游戏简介:

       这部游戏是数据型的模拟游戏,大量的数据、表格、图标一股脑的呈现在你的面前。若你初涉此系列的游戏,这些眼花缭乱的图表数据会让你感到茫然、无所适从。

Hi everyone! From the time we show off features in dev diaries and release a lot happens. Usually it's just bugfixing and work behind the scenes, but sometimes it can be bigger changes too. So today we will pick out some stuff that's changed since you last read about it. But first, but not least, lets talk a bit about AI development!

  在控制一个国家参与战争之前,你需要了解各种图表和菜单的意思,各种按钮的功能。虽然有些枯燥无味,但别无它法。

  怎么玩起这部游戏,不啻于学习一款深奥的大型软件,须有足够的专研态度和耐心。

大家吼啊!自从我们在开发日志中展示各种功能特性以来发生了很多事情。这些事情一般只是Bug修复和幕后工作,但有时候会是较大的更新。所以今天我们将会挑出自你上次阅读开发日志以来有所改变的东西。但首先我们要谈一下AI的开发。

AI Updates



游戏下载链接:
https://pan.baidu.com/s/1v_R3DlkaomSUSPDf3YyMbw

AI更新

赠品下载链接:
https://pan.baidu.com/s/1oQnpyILqY3Ncdq0FvOIJkQ

 

When we started with 1.9 'Husky' and La Résistance there were 2 main things we wanted to achieve. First we wanted to nerf Germany (without actually nerfing them) by giving resistance more teeth. This worked pretty well, as after we had made the new resistance system Germany would consistently collapse to large Polish uprisings behind its lines and needed to be told how to manage all that as well as control its equipment production better. Resistance is now constantly hurting garrisons and you don't pre-build garrisons, so stockpiling and not rushing units is more important.

我们着手于1.9版本号“哈士奇Husky”与抵抗运动La Résistance扩展包时有两个主要目标。首先,我们要使抵抗机制变得更强,用以削弱德国(而不直接实际弱化他们)。而这也确实很有效,因为在有了抵抗系统之后,德国多数情况下会被战线后方波兰的大规模起义拖垮,但也因此得教导德国AI如何处理抵抗度,以及如何控制装备生产。现在的抵抗运动将持续地对当地驻军造成伤害,而你也不能预先训练驻军,因此确保储备充足且不急于部署部队将更加重要。

游戏下载安装好后到桌面打开启动器输入激活码652156

 

The second thing is also related to Germany (its WW2 after all). For HOI (no matter the version really) we have always striven for a balance where Germany defeats the Soviet Union if the allies do not take pressure off by invading. This ensures that all of the big sides need to be active and if played by a player you need to step up. Now before we jump to the 10 pages of comments discussing if this is a realistic target... It is, for gameplay I think. History wise I am personally convinced that the Soviets would have beaten Germany on their own. It just would have taken a lot longer and been much costlier, and there isn't much point in playing the UK or USA if Soviets will just take care of Germany on their own (now now, please keep reading the rest of the diary before we start arguing what-ifs ).

注:该游戏为PC端电脑游戏,非手游,全程免费!

想要啥软件的

都可以来问问我

第二点依然与德国有关(毕竟是二战)。对于钢铁雄心来说(无论是什么版本),我们一直在努力寻求一种平衡,即如果在盟军不通过登陆来分担压力的情况下,德国必定击败苏联。这就确保了所有主要国家都能活跃起来,而且由玩家扮演的国家也需要挺身而出。在我们跳到十多页评论里来讨论这个设计是否符合史实之前...我认为,这是出于游戏性的考虑。从历史角度来看,我个人认为苏联能够单独击败德国。但这只会花费更长时间与更多资源,而且在游戏中苏联能独当一面的话,会导致没有游玩联合王国或美国的意义。(在开始争论各种“如果”之前,请继续阅读日志的剩余部分。)

 

包括但不限于

看全网电影电视剧、听音乐、看全网小说

Anyways, in 1.7 the allies seldom pulled off invasions well enough, and pretty much only if they got lucky in Italy or punched up through Greece or something like that. Firstly we have made a bunch of improvements and bugfixes to weird parts of the invasion logic for the AI that makes them perform better. The biggest impacts came from limiting the AI from shipping troops back and forth across the globe and simply getting them to buffer up its forces in specific allied territories. USA specifically here will now station troops ahead of time in UK so that when its time to do invasions they are already in the neighborhood. We have also improved prioritization of different fronts to make sure AI gets the importance of Europe and when landings have been made successfully.

短信轰炸、手机游戏等等

长按或扫描下方二维码即可

钢铁雄心4    单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新(图3)


一个让你身

心愉悦的地方

总之在1.7版本号中,盟军很少能达成足够有效的登陆,而且基本上得仰仗在意大利的运气够好,或者在希腊取得进展。首先,我们对AI的登陆逻辑中奇怪的部分做了一些改进和修正,让它们表现得更好。最大的影响来自限制AI在全球范围内来回运输部队,并只是让他们在特定的盟国领土上整顿其部队。这一点特指美国,他们将提前在英国部署部队,以便部队在进行登陆的时候已经在附近做好准备。我们还改进了不同战线的优先次序,以确保AI认识到欧洲的重要性,并确保登陆成功。

 

One of our most important tools when working on high level AI stuff and history tuning is the "History Logger".

在进行高级AI内容和历史调整时,我们最重要的工具之一是“历史记录器”。

灵魂憩息

钢铁雄心4    单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新(图4)

 

This is a tool that we developed to observe AI gameplay. When enabled, it collects & dumps data on how game progressed during a particular run and its output looks something like this when run through a web interface:

这是我们开发出来用来观察AI进行游戏活动的工具。启用后,它将收集和转储特定运行期间游戏进度的数据,并且在通过Web界面运行时其输出下面这样的内容:

钢铁雄心4    单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新(图5)

You can find two example runs here if you want to experiment with it:

如果各位想自己上手试验,可以在此处找到两个运行示例:

 

https://common-assets.paradoxplaza.com/hoi4-devdiary/history_viewer.html?zip=1.zip

https://common-assets.paradoxplaza.com/hoi4-devdiary/history_viewer.html?zip=2.zip

 

Watch out they are very javascript heavy and take a long time to load up.

注意其中包含了很多JavaScript,并且需要很长时间加载。

 

Other than showing country borders, it can also show many other other details for a selected country such as diplomacy status, army/navy mission/air mission positions, orders, taken decisions/focuses/ideas, executed operations/operative missions and many other things. On top of that, the things are logged using log effect will also appear in these logs so you can have custom logs in your effects if you want. Here is an example from USA:

除了显示国家边界之外,它还可以显示一个选定国家的许多其他细节,如外交状态、陆军/海军任务/空军任务的位置、命令、所选决议/国策/法案和内阁、执行的操作/特工任务,以及许多其他事情。最重要的是,使用日志效果记录的东西也会出现在这些日志中,这样你就可以在你的效果中自定义日志。下面是来自美国的一个例子:

钢铁雄心4    单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新(图6)

The lines are invasion orders and red heat map is the army of USA. You can already see that USA successfully invaded southern France and has invasion plans for Northern France and Denmark.

这些线是入侵命令,红色热图是美国军队。你可以看到美国成功入侵了法国南部,并计划向法国北部和丹麦发动攻势。

 

And here is an example to things that are logged. Logs are filtered by country tag ENG and "operation" and here we see all operations that are executed byEngland.

而这是一个日志记录内容的例子。日志由国家标签ENG和“operation”过滤,这里我们看到的是由英格兰执行的所有操作。

钢铁雄心4    单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新(图7)

 

We use this too levery day in our nightly automated tests. Everyday we run a bunch of AI only runs with history logger is enabled and at the end of the day we get an email like this:

我们每天晚上都会在自动测试中使用此工具。每天我们运行一堆在仅启用历史记录器的情况下运行的AI,最终我们会收到如下电子邮件:

钢铁雄心4    单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新(图8)

 

Our nightly tests inform us if the game is crashed or not, if there are some tests that failed and if there are performance issues. In this particular example in one of the machines Germany was not able to beat France. When we check history logger output for that particular run we see the following:

我们的夜间测试会告知我们游戏是否崩溃,是否有某些测试失败以及性能问题。在这个特例中,其中一台机器上运行的德国无法击败法国。当我们检查历史记录记录器输出的特定运行情况时,我们会看到以下内容:

钢铁雄心4    单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新(图9)

Green: Germany. Red: Enemies. Blue:Allies. Yellow: Potential Enemies. Heat map is the army position for Germany.

绿色:德国。红色:敌人。蓝色:盟军。黄色:潜在敌人。热图是德国的军队位置。

In this run we see that Germany is attacking low countries way too early, before Poland falls and the front north west front is prepared. This allows France & England to be better prepared and push through. The fix was to add extra safety checks (we had broken some old ones too in an unrelated change a while back) for how the AI wants to feel prepared for this push.

本次运行中,我们可以看到德国在波兰陷落且西北前线做好准备之前就过早地进攻低地国家。这使英法能够做出更加充分的准备并顺利推进。解决方法是添加额外的安全检查(前不久我们在不相关的改动中也搞崩了一些旧的安全检查),以了解AI该需要什么来为进攻做好准备。

 

This tool will be included with 1.9 so modders can take advantage of it. We think is going to be super good for anyone doing balance, AI or total conversion mods. There will be more info on that as well as some more details and info on how to set up the tests in the Friday diary.

这个工具将包含在1.9版本号中,以便于Mod制作者们使用。我们认为这对任何开发平衡性改动模组、AI模组或是完全替换模组的人来说都是非常棒的。周五的日志中将提供有关此s事的更多信息,以及如何设置测试的信息。

Espionage Changes

间谍改动

 

We have done some changes to operative recruitment. Rather than being a timer on actual operatives recruitment time the system now is tied to the actual slots you have.

我们对特工招募系统做了一些改动。现在,该系统不再是用计时器来计数实际招聘特工的时间,而是与你麾下的实际空缺槽位相关。

钢铁雄心4    单机/网络联机版钢铁雄心4开发日志 | 2/19 AI与特性更新(图10)

特工槽位

槽位锁定!

该槽位将于30日后解锁。

---------

雇佣并向此槽位派遣特工。在获得特工槽位后,该槽位将于一段时间后可用。特工被害或在作为阵营间谍总