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钢铁雄心4开发日志 | 4/7 补给系统和本年度计划初览钢铁雄心4开发日志 | 11/13 1.8版本号补丁(什么?!)和国策树导航

更新时间:2021-10-14 14:36:16点击:

牧游社 牧有汉化翻译

 

HOI4 Dev Diary - 1.8 Patch (wut?!) & Focus TreeNavigation

牧游社 牧有汉化翻译

 

podcat, Oberkommando HOI4

HOI4 Dev Diary - Early look at at supply and the coming year

podcat, OberkommandoHOI4

 

As Wednesday is upon us so is a new dev diary! Next week we will be back with more espionage, but today is about a small surprise patch as well as improved Focus tree navigation.

钢铁雄心4开发日志 | 4/7 补给系统和本年度计划初览钢铁雄心4开发日志 | 11/13 1.8版本号补丁(什么?!)和国策树导航(图1)

又一个周三已经出现,新的开发日志怎能停滞不前!我们下周会带来更多关于间谍活动的内容,不过今天我们要带来一个关于更新补丁的小惊喜,还有关于改进后的国策树导航。

1.8 ‘Fork’

1.8版本号“鱼叉”

 

(译注:版本代号指二战英军占领冰岛的“鱼叉行动Operation Fork”。)

Hi everyone and welcome back to regular weekly dev diaries (if you don't count the april fools one last week). I know you are all super excited to hear what we have been up to since Battle for the Bosporus. The answers to that are going to take a few dev diaries to cover, so I figured I would start with a timeline for you:

 

Fork you say? I thought you said 1.8 was going to be Husky? Due to technical requirements having to do with updating to the new paradox launcher we had to jump a big number other than going to 1.7.2 like we had planned. This means that 1.9 will instead be Husky which is the big update coming together with La Resistance.

你怎么说的是“鱼叉Fork”啊?我记得你讲过1.8版本号会是“哈士奇Husky”呀?因为诸多跟升级至全新Paradox Launcher启动器相关的技术原因,我们只能跳到一个全新的大版本号,而没办法像我们之前计划的那样更新到1.7.2版本号了。这意味着1.9版本号才会是“哈士奇Husky”,也就是那个伴随着抵抗运动La Resistance扩展包而来的重大更新。

大家好哇,欢迎来到恢复了常规更新的开发日志(如果上周愚人节日志不作数的话)。我知道你们都超级赛艇,想知道自从为博斯普鲁斯而战BfB发布后我们都在做些什么。答案需要几篇开发日志来说明,所以我想我会以一个时间线来开始给你们讲:

 

Lets jump straight into the changelog (I know you all skipped straight to here anyway, you can read the stuff above later):

We recently released 1.10.4 to fix various multiplayer exploits going on, but seems an important case was not detected at the time so we are working on a 1.10.5 to address that soon.

让我们直入主题,看看改动日志吧(我知道横竖你们都直接跳到了这里,你们可以晚些再看看上面的东西):

################################

###### Patch 1.8.0 "Fork" ######

##### 1.8.0版本号“鱼叉” #####

我们最近发布了1.10.4版本号来修复各种多人游戏的漏洞,但似乎有一个重要的情况在当时没有被检测到,所以我们正在开发1.10.5版本号来尽快解决这个问题。

 

Pdxcon is coming up in May so expect to hear some more details there.

Pdxcon将于5月举办,敬请期待更多细节。

###############################

 

The yearly anniversary is coming in June so expect some cool stuff and a patch.

 

周年庆将于六月举办,敬请期待更多酷炫玩意儿与一个新补丁。

 

We are however spending most of our time on the 1.11 Barbarossa update as well as the unannounced expansion that will be released together with it. That's what we will spend most of our diaries on, as well as today!

然而,我们将大部分时间花在1.11版本号“巴巴罗萨Barbarossa”更新以及将与之一起发布的扩展包上。这些内容将是近期日志的主题,今天的内容也包括在内。

‘Barbarossa’ and the unannounced DLC will focus on the Eastern Front and the core of Hearts of Iron, which is warfare - particularly land warfare. Historically the Eastern Front was without doubt the most important front for World War II. It was the largest confrontation in history and is where Hitler’s expansion was first stopped and pushed back signaling the eventual doom of the axis powers. 

巴巴罗萨Barbarossa与未公布的DLC将聚焦于东线与钢铁雄心的核心——战争上面,尤其是陆战。从历史上看,东线无疑是二战最重要的战线。这是历史上最大规模的对抗,也是希特勒的扩张第一次被终结与逆转的地方,标志着轴心国的最终末日。

 

###################

# Feature & General

# 特性&常规

###################

- Added new Launcher

- 增加了新的游戏启动器。

There are several areas we want to improve here. Weather does not feel impactful enough, while historically it had a massive impact. Logistics currently doesn’t have much player interaction and is mostly something you have to deal with only when problems appear, and finally the combat and division meta has been stable (with an emphasis on large divisions) for a long time - something we hope we can shake up. As you can imagine, these are all things that affect the game on a deeper level and take a lot of work to get right.

- Added "/mute <user name>" and "/unmute <username>" chat commands

- 增加了/屏蔽<用户名>和/解除屏蔽<用户名>的聊天指令。

 

##########

# Balance

# 平衡性

##########

- Reduced number of destroyers needed to cover convoy routes from 1 destroyer per 5 convoys to 1 destroyer per 10 convoys

- 减少了覆盖运输船航线所需要的驱逐舰数量——从每5艘运输船配1艘驱逐舰到每10艘运输船配1艘驱逐舰。

- Convoys can no longer detect convoys as that just drags down the average detection when escorted

- 运输船再也不能侦测到其他运输船了,因为这会降低整支护航舰队的平均侦查值。

我们有几个方面想要改进。目前游戏里的天气影响并不大,但历史上它的威力相当可观。后勤机制目前没怎么玩家互动,大多只是在出现问题的时候你才需要解决的事情。最后,战斗与步兵师的元数据已经稳定很久了(尤其是大型步兵师中)——有时我们希望可以改变它们。正如各位所想,这些都是从更深层次影响游戏的东西,所以需要花很多功夫才能做好。

- The amount of convoys in a sub battle is now based on the length of the route, so longer = fewer in a battle

 

Today, I’ll give you guys a bit of an overview on the supply aspect, but fair warning: it’s early days and stuff may still change here before we’re done. I’ll probably spend 3+ diaries on supply over the course of the development to cover everything, but I figured it would be nice to hear about the overarching ideas.

- 在潜艇战斗中接战的运输船的数量会随航线长度而变化;所以航线越长,接战时的运输船数量就越少。

今天,我会给你们介绍一下补给方面的情况,但先说好:现在开发还处于早期阶段,在我们完成前,内容可能还会发生变化。在开发过程中我可能会花3篇以上的日志来涵盖所有内容,但如果能听到大家对内容整体的想法就更好了。

 

- Reduced total possible torpedo reveal chance reduction to 60% from 70% by reducing wolfpack by 5% and commander trait by 5%

- 通过给予狼群战术和指挥官特质降低鱼雷暴露几率的数值各减少5%,我们将最大可能的减低鱼雷暴露几率数值从70%降低到了60%。

The old system worked by having discrete supply areas pathing back to the players capital and keeping track of the bottlenecks. To simplify a bit - those bottlenecks then decided how many units could fit into areas near the front without penalties. The areas themselves were unintuitive to players and required you to check multiple mapmodes to see if you stepped over an edge etc. I do like bottleneck systems though, because feedback is usually immediate, but it suffered from not having much scaling cost as distances increased, so it was hard to use it to limit snowballing. As I mentioned it was also a system you didn't care too much about until you had problems, while historically, logistics was a vital part of planning a campaign. This led to combining the issue with another gripe of ours that the way fronts moved in WW2 often followed important railroads, but don't really in HOI4. We came to the conclusion that we should try and make a system focused on railways and with a truck based component as a way to get more out of it when away from the rails.

旧系统是基于分散的补给区域运作的,这些区域的补给路径通往玩家的首都,系统追踪这个路径上的瓶颈。简单来说,这些瓶颈决定了玩家有多少部队可以在没有惩罚的情况下进入前线附近的区域。这些区域对玩家来说并不直观,需要你检查多个地图模式,看看你是否踩到了边缘等等。其实我很喜欢瓶颈系统,因为反馈通常是即时的,但其问题在于,随着距离的增加,其规模比例成本并没有多少变化,因此很难限制滚雪球。就像我说过的,这是个在你遇到问题前不会太在意的系统,然而从历史上看,后勤是策划一场战争中的重要组成部分。这就导致我们把这个问题与另一个问题结合起来——在二战中,移动到前线的方式往往是通过重要的铁路进行移动,但在钢铁雄心4中并非如此。我们得出的结论是,应该尝试制作一个专注于铁路的补给系统,并将卡车作为远离铁路时的一种基础移动方式。

钢铁雄心4开发日志 | 4/7 补给系统和本年度计划初览钢铁雄心4开发日志 | 11/13 1.8版本号补丁(什么?!)和国策树导航(图2)

- Slightly reduced sub reveal chance when firing torpedos to account for convoys no longer contributing to detection averages

- 由于运输船不再贡献侦查值,所以潜艇在发射鱼雷时的暴露几率稍微降低了一些。

- Slightly reduced passive sub reveal chance in combat to account for convoys no longer contributing to detection averages

- 因为运输船不再贡献侦查值,所以潜艇在战斗中的被侦测几率稍微降低了一些。

In our new system, supply flows from the capital (the total amount available depends on your total industrial base) through railways, where the level of the railway acts as a bottleneck. To transport more, you need a higher level railway (or a bigger port if it goes over water) so the railways are the current bottlenecks in away. Depending on how much supply is transported you need a certain amount of trains for the rails to perform. Trains are a new equipment type that we will dig into in a future diary (well actually, several types ;P)

在我们的新系统中,补给从首都(可用总量取决于总工业基础)通过铁路流动,铁路的水平起到了瓶颈的作用。要想运输更多的物资,你需要更高等级的铁路(如果是水上运输,则需要更大的港口),所以铁路在某种程度上是目前的瓶颈。根据运输物资的多少,你需要一定数量的火车来让铁路发挥作用。火车是一种新的装备类型,我们将在未来的日记中深究(好吧,其实是几种类型;P)。

 

- Added 2 sub detection to radar 4 to make t4 subs not so hard to detect when matched up against modern destroyers

An important part of railways is that they are capturable, so as you push into enemy territory you will want to make sure to hold vital railways and capture railway hubs to supply your troops. There is a conversion time here to model the fact that there was usually some repair or re-gauging that needed to happen for attackers.

铁路的一个重要设定,在于它是能被占领的。所以当你推进到敌方领土时,你要确保守住重要的铁路,并夺取铁路枢纽来支援你的部队。这里有一个转换时间,以模拟攻击者通常需要维修或重新测算的情况。

钢铁雄心4开发日志 | 4/7 补给系统和本年度计划初览钢铁雄心4开发日志 | 11/13 1.8版本号补丁(什么?!)和国策树导航(图3)

- 给4级雷达增加了2点潜艇探测,从而使得现代驱逐舰在与4级潜艇对抗时能够更加容易发现后者。

后勤容量

- Aluminium Company of Canada focus now gets an additional 14 Aluminium

- 加拿大铝业集团的国策现在会再多带来14单位的铝。

- upgraded t4 radar to have sub detection from 10 to 14

 

火车:

需要:483

- 把4级雷达的潜艇探测范围从10增加到了14。

库存:425

- upgraded t3 radar to have sub detection from 5 to 6

- 把3级雷达的潜艇探测范围从5增加到了6。

已满足:87%

- increased IC cost for t3 sub hull from 270 to 320

 

卡车:

需要:1006

- 把3级潜艇船体的建造花费从270上调到了320。

缓冲:2135

库存:0

- increased IC cost for t4 sub hull from 300 to 450

已满足:100%

 

运输船:

需要:73

- 把4级潜艇船体的建造花费从300上调到了450。

收到:73

- increased IC cost for cruiser sub hull from 370 to 390

库存中:1064

已满足:100%

- 将巡洋潜艇船体的建造花费从370上调到了390。

- increased number of convoys covered by each destroyer on escort from 10 to 12

钢铁雄心4开发日志 | 4/7 补给系统和本年度计划初览钢铁雄心4开发日志 | 11/13 1.8版本号补丁(什么?!)和国策树导航(图4)

- 将护航运输船时每艘驱逐舰能护送到的运输船数量从10增加到12。

- Lowered t3 and t4 submarine torpedo damage from 23 to 22 and 30 to 28 respectively

- 把3级和4级潜艇的鱼雷伤害分别从23降低到22,从30降低到28。

- slightly increased the speed penalty on depth charges

Mapmodes are still quite WIP 

- 稍微增加了一点深水炸弹带来的航速惩罚。

这个地图模式依然处于开发中

 

##########

# Bugfix

# 捉虫

##########

- Fixed a civil war revolter not getting correct focus tree

Rivers also had a huge importance on the eastern front for transport and supply so they will work essentially like basic railroads now, where you need to control both sides of their banks to use them to ship supplies around.

河流在东线的运输和补给上也极其重要,所以它们的工作原理基本上会像现在的基建铁路一样,且你需要控制它们的两岸,利用它们向各地运送物资。

- 修复了内战中的叛军一方没有获得正确国策树的问题。

- Fixed escaping or sunk convoys from inadvertently affecting damage calculations for the remaining convoys.

- 修复了沉没或者正在撤离中的运输船可能无意中会影响到剩余运输船的承受伤害计算的问题。

钢铁雄心4开发日志 | 4/7 补给系统和本年度计划初览钢铁雄心4开发日志 | 11/13 1.8版本号补丁(什么?!)和国策树导航(图5)

Supply is drawn from what we call Supply Hubs now, which are either cities, naval bases, or manually constructed stations along the rails, which have to be linked into the network. Air supply works a bit differently but we will talk about this in the future along with some other supply additions...

补给来自于我们如今称之为“补给中心Supply Hubs”的地方,这些补给中心要么是城市,要么是海军基地,要么是人工建造的铁路沿线站点,这些站点必须连接到整个网络中。空投补给的运作方式会有些不同,但我们将在未来与其他一些补给方式一起讨论……

- Fixed Diminishing Returns now applying to party popularity changes.

 

- 修复了收益递减现在还会影响到政党支持率变化的问题。

- Fixed lend-lease sender having its convoy sunk instead of the receiver in naval combats

- 修复了租借条约的出借国而不是接受国,会在海战中损失运输船的问题。

- Prevented subjects from giving units to their overlord as part of are quest for expeditionary forces if those units are volunteers or expeditionaries from another country.

The flow of supply from a Hub to a division depends on the terrain/weather etc, and ideally you want to have available trucks here (which is to say, motorized equipment) to increase the amount of supply you get as well as range. Cost of trucks and trains and losses to attrition and bad weather will be a limiting factor on your logistics.

补给从中心到步兵师的量取决于地形/天气等。理想情况下,你需要拥有可用的卡车(也就是摩托化装备)来增加你的补给量以及范围。卡车和火车的成本以及损耗和恶劣天气的损失将是限制你后勤的因素。

钢铁雄心4开发日志 | 4/7 补给系统和本年度计划初览钢铁雄心4开发日志 | 11/13 1.8版本号补丁(什么?!)和国策树导航(图6)

Overall, this creates a system where it's strategically sound to fight over railways, prepare for large offensives, to try and bleed each other's logistics capability and to force care when advancing in bad terrain and weather. The result is a much more fun, historical and immersive Eastern Front as well as adding a new layer of invasion planning in the rest of the world.

- 修复了有时附庸会用来自其他国家的志愿军或是远征军来响应宗主国的远征军请求的问题。

总的来说,这种改动打造了一个新系统,这个系统需要玩家策略性地注重争夺铁路、精心准备大规模进攻,这个系统考验和压榨战争各方的后勤能力,并能强制玩家在恶劣的地形和天气中推进时用心考量。其结果是模拟出一个更有趣、更有历史感和沉浸感的东线,以及为世界其它地区提供了规划入侵的新层面。

 

 

See you all next week for the next diary!

###################

下周下篇开发日志见!

 

# UI & Database

# 界面和数据库

 

####################

- The open music player button in settings now has proper size

- 设置选项里打开音乐播放器的按钮现在大小正常了。

翻译:月蚀

校对:zzztotoso 三等文官猹中堂

- Music Player now has proper spelling in tooltip/settings button

- 提示框和设置按钮里的音乐播放器现在拼写变正确了。

 

- Fixes for Japanese various names (ships, divisions etc).

- 修正了日本的一些名字(船名、部队番号等)。

- Fixed full name for Canadian general Percival John Montague.

欢迎关注UP主和主播小牧Phenix!

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欢迎加入牧有汉

- 修正了加拿大将军珀西瓦尔·约翰·蒙塔古的全名。

 

##########

# Modding

# 模组

##########

- Added define to allow scaling of ship part of sub detection inside combats

- 新增了定义从而使得战斗中潜艇探测的域能指向不同部分的船体部件。

- Enabled some console commands that had previously been developer-only but which did not really need to be locked.

- 新增了一些本来只有开发者才能用,但实际上并没有必要锁定住的控制台指令。

|- add_mines

|- release (country)

|- debug (toggle miscellaneousin-game debug utilities)

|- debug_smooth (togglewithin-game-tick frame rendering)

|- instant_prepare (divisionpreparation)

|- reload_textures

|- tag_color (set country color)

 

############################

# Stability & Performance

# 稳定性和性能

############################

- Fixed a crash when removing certain unit leader traits.

- 修复了在移除特定的部队指挥官特质时可能出现的游戏崩溃情况。

- Added checks to prevent CTD in cases where AI had sent invalid expeditionary forces

- 增加了检查程序以防止游戏在AI送出无效远征军的时候出现的闪退问题。

- Optimized game rule checks by finding the game rule in the game rule database more efficiently.

- 通过更加高效地在游戏规则数据库里寻找游戏规则,来优化游戏规则检查。

- Prevented a crash if a script tries to make a non-existing country declare war on another country.

- 修复了当一个脚本尝试用一个不存在的国家向另一个国家宣战时可能会出现的崩溃问题。

- Fixed CTD on invalid set_politics usage by failing to set ruling_party, made it write an error instead.

- 修复了在设定ruling_party失败后无效运用set_politics可能会出现的崩溃问题,作为替代让后者报告错误。

- Fixed pointer truncation in 64bits in ProtectedMemoryAllocate

- 修复了由于64位系统下内存保护分配而导致的指针缩短的问题。

- Fixed crash reporter to correctly indicate if the program is built for a 64-bit architecture.

- 修复了64位系统中程序的崩溃报告,让它能正常运作。

- Fixed a CTD related to expeditionary forces that could lock in saves

- 修复了一个跟远征军在存档中被锁定相关的闪退问题。

- Fixed game crashing in weird ways if a mod tries reusing an id

- 修复了当一个mod尝试重新使用一个id的时候,游戏会非常奇怪地崩溃的问题。

 

#### Patchnote End ####

To summarize, the big points here are: Stability, submarine balance and a new launcher

总而言之,这次更新的重点是:稳定性,潜艇的平衡性,和新的启动器。

Submarine balance

潜艇平衡

 

Later tier 3 and 4 subs were simply too good compared to destroyers designed to hunt them. They have been nerfed a bit and increased in cost and destroyer upgrades improved. Large empires should now also have a bit easier time as we better control the amount of convoys in each battle and have fixed a bug where convoys would actively hurt the sub detection abilities of their escorts making it really tough in big battles.

与设计用来猎杀它们的驱逐舰相比,晚期的3级和4级潜艇性能过于强力了。所以现在它们被砍了一刀,增加了建造成本,驱逐舰的性能也提高了。庞大的帝国现在应该能享受些轻松时光了,因为我们更好地控制了每一场战斗中接战的运输船数量,然后修复了一个运输船会导致探测潜艇能力大减从而让大型战斗非常艰难的BUG。

钢铁雄心4开发日志 | 4/7 补给系统和本年度计划初览钢铁雄心4开发日志 | 11/13 1.8版本号补丁(什么?!)和国策树导航(图7)

New launcher

新的启动器

 

We, much like Imperator, EU4 and Stellaris have now also moved to the new launcher.

就跟帝皇:罗马、欧陆风云和Stellaris一样,我们现在必须向新的启动器进发了。

 

Since wargamers are a traditional bunch you might be asking why a new launcher is happening. There are several reasons:

考虑到战争游戏玩家是一群比较传统的人,你们也许会问为啥要搞一个新的启动器呢。下面列出了些原因:

Platform independence. We want to be able to exist on multiple platforms eventually and the current one is limited and not really capable of doing it very well.

平台独立性。我们最终想要的是在多平台上都开花,现在这样的样子显然无法胜任。

 

The old one is really limited in how we can communicate with you. Now we can link to multiple news post for example.

老的启动器在与玩家交流方面有很多限制。现在,就比如说,我们可以附上众多***链接了。

 

It frees up the dev team (us). We never really had the time to work on the launcher and as the place setting up mods and such there have been a ton of requests for features (such as mod groupings and presets) that we just never have the time to do. With a dedicated team working on a unified launcher across pdx games they will have more time for stuff like this and we can worry about the game itself. I have great hopes for lots of cool improvements in the future and make sure to let them know in comments whatkind of features you would like