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钢铁雄心4开发日志 | 7/11 后殖民时代的世界:地图改变与新的国家钢铁雄心4开发日志 | 2/27 1.6版本号改动全内容(Part-2)

更新时间:2021-10-14 15:16:13点击:

牧游社 牧有汉化翻译

牧游社 牧有汉化翻译

 

HoI4 Dev Diary - A Post-Colonial World: Map Changes and New Tags

Bratyn, HoI IV Content Designer

 

 

HOI4 Dev Diary - 1.6 Patchlog (Part-2)

Podcat, Oberkommando HOI4

钢铁雄心4开发日志 | 7/11 后殖民时代的世界:地图改变与新的国家钢铁雄心4开发日志 | 2/27 1.6版本号改动全内容(Part-2)(图1)

Hello everyone, and welcome to yet another dev diary for the 1.6 “Ironclad” update and the Man the Guns DLC! As this diary goes live I'll be on vacation in Norway (where among other things I visited the Gneisenau's "Caesar" turret located at Austrått Fort in Ørland, close to Trondheim, Norway), so my replies in the thread below may be a bit slower than usual :). As a little bonus, some pictures and info on the gun emplacement are in the spoiler below.

大家吼啊!欢迎来到我们1.6版本号铁甲舰Ironclad更新以及炮手就位Man the Guns扩展包的另一篇开发日志。在这次日志上线的同时,我将前往挪威度假(此外,我还前往了欧兰Ørland的奥斯塔特要塞 Austrått Fort,参观了放置于其中的格奈泽瑙号Gneisenau的“凯撒Caesar”舰炮炮塔,这座要塞在挪威的特隆赫姆Trondheim附近),所以我在论坛的帖子中的回复可能会比平常慢一点。不过,在下面的折叠楼层中,我放上了一些关于炮塔的图片和信息,作为一点小福利。

钢铁雄心4开发日志 | 7/11 后殖民时代的世界:地图改变与新的国家钢铁雄心4开发日志 | 2/27 1.6版本号改动全内容(Part-2)(图2)

The Gneisenau 283mm (11-inch) cannons in their turret. After being bombed in Kiel harbor (where she had just finished repairs for previous damage), the ship was so heavily damaged (including the destruction of the forward "A" turret), and Hitler was so disillusioned in the performance of his surface fleet, that it was decided to have the ship scrapped altogether. The turrets were to be used as coastal gun emplacements, and the "Caesar" or "C" turret was moved here to defend the harbor of Trondheim. Extra armor was added, especially to the top (an extra 200 metric tons of steel). Total weight of the turret was 1,000 metric tons (compared to the 800 metrictons it would've weighed when placed on Gneisenau). Located on an elevation of about 50-60 meters, the range was 42,6km, reaching all the way out to the Atlantic, and also to the Trondheim harbor. Considering it was placed on solid ground, accuracy was also markedly improved over ship-based artillery.

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

在炮台上的格奈泽瑙号283mm(11英寸)口径火炮。基尔港被遭到轰炸后(她才刚完成此前损伤的修复),这艘船受到了严重的破坏(包括其舰艏“A”炮塔被摧毁),希特勒对其水面舰队的表现非常失望,并决定废弃其整个船只。船上的炮塔被用于海岸炮位,而“凯撒”或“C”炮塔则被用来防卫特隆赫姆港。这座炮台安装了额外的装甲,尤其是顶部(添加了额外的200吨钢)。炮塔的总重量为1000吨(而在格奈瑟瑙号上时应该是800吨)。它的海拔约50-60米,射程42.6千米,覆盖了所有通往大西洋的水道,当然也包括到往特隆赫姆港的水道。考虑到它被置于坚固的土地上,它的准确性也比舰载火炮高了不少。

钢铁雄心4开发日志 | 7/11 后殖民时代的世界:地图改变与新的国家钢铁雄心4开发日志 | 2/27 1.6版本号改动全内容(Part-2)(图3)

Some of the Gneisenau's engines were also relocated here, in the complex inside the mountain. These provided all the power to the turret and the facility. It could rotate 360 degrees (but no further, or the electrical cables would snap - on a ship, due to the superstructure, this was never a problem anyway) in 50 seconds. Alternatively, if power failed, the entire five-story turret (every level rotated as one along with the visible part of the turret) could be hand-cranked and rotated by 4 soldiers. The engines (one shown here) are the original ones, and still operate to this day.

格奈瑟瑙号的一部分引擎也搬迁到了此地,并置于山内的复合建筑中。它们为炮塔和设施提供了所有的动力。它可以在50秒内旋转360度(但是不能继续旋转了,否则电缆会折断-在船上时由于上层结构的存在,这算不上是个问题)。另外,如果断电的话,整个五层炮塔(每一层都可以像炮塔的可见部分一样单独旋转)可以由四个士兵使用手摇的方式旋转。这些引擎(图片里展示的)是最初的那一批,现在也仍然在运转。

######### Update 1.6 "Ironclad" #########

######## 1.6版本号“铁甲舰”更新 ########

钢铁雄心4开发日志 | 7/11 后殖民时代的世界:地图改变与新的国家钢铁雄心4开发日志 | 2/27 1.6版本号改动全内容(Part-2)(图4)

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

The guns could fire 9 rounds each minute (so a full salvo of 3 each 20 seconds).The 315kg (for high explosive) and 330kg (for armor piercing) shells were launched at 890-900m/s (by means of a 76kg cartridge and additional 41kg powder bag), with a gun elevation of -8 to +40 degrees. They only fired a handful of test rounds in the 1940s and early 1950s, after which population density be camehigh enough that they could no longer test-fire the guns because doing so blew out all windows in a 3km radius. It never once fired its guns in anger at an enemy. This was the "C" turret, located at the rear of the Gneisenau.The "B" or "Bruno" turret was used as a similar emplacement near Bergen, Norway, while the barrels of the destroyed "A" or "Anton" turret received new housings and were used in fortifications in Rozenburg, near Hoek van Holland in the Netherlands, to defend Rotterdamport.

火炮每分钟可以发射9轮(也就是每20秒完成3次齐射)。 315千克(高爆弹)和330千克(穿甲弹)炮弹以890-900米/秒的速度发射(使用一个76千克弹筒和额外的41千克的火药包),火炮的仰角为-8至+40度。在40年代和50年代初时,它们发射了一些测试弹,之后的人口密度就变得过高而无法发射炮弹了,因为它会吹掉半径3公里内的所有窗户。“B”或“布鲁诺Bruno”炮塔在挪威卑尔根附近被当作类似的炮台使用,而被毁坏的“A”或“安东Anton”炮塔的炮管则有了新家,它被用作荷兰的荷兰之角Hoek van Holland附近的罗曾堡Rozenburg工事中,用来防卫鹿特丹港。

钢铁雄心4开发日志 | 7/11 后殖民时代的世界:地图改变与新的国家钢铁雄心4开发日志 | 2/27 1.6版本号改动全内容(Part-2)(图5)

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

The range finder. It was originally located at the command post at Lerberen,2-2,5km away from the emplacement. The turret therefore had 2 periscope binoculars so they could double-check whether they were actually firing at enemy or friendly ships (in case the rangefinder had been overrun by enemy forces and they were feeding 'bad' info to the fort).

测距仪。它最初位雷尔伯伦Lerberen的指挥所,距离炮位2-2.5公里。炮塔因此有2个双筒潜望镜,以便仔细检查他们是否实际向敌人或友军舰艇射击(防止测距仪所在位置被敌人占领,向要塞发送“坏”信息)。

钢铁雄心4开发日志 | 7/11 后殖民时代的世界:地图改变与新的国家钢铁雄心4开发日志 | 2/27 1.6版本号改动全内容(Part-2)(图6)

South-facing picture of the fjord the gun emplacement overlooks (the fjords leading to the Atlantic are to the right, Trondheim harbor is far off in the distance to the left). The facility was manned by 125 soldiers, including the original turret commander and some other personnel from the Gneisenau. In addition, it sported an anti-tank wall, bunker, and 20 smaller-caliber cannon emplacements around the periphery for duty as anti-tank guns or for firing flares (one stationary Skoda 4,7cm anti-tank cannon still remains, now). After the war's end, the whole fort was taken over by the Norwegians, until the late '60s when the threat of the USSR became less, and they decided to get rid of it. It was turned into a museum in the early '90s.

朝向南方峡湾及炮位的俯视图照片(通往大西洋的峡湾在右边,特隆赫姆海港远在左边的远处)。该设施由125名士兵组成,包括原来的炮塔指挥官和其他一些来自格奈瑟瑙的人员。此外,它还有一个反坦克墙,地堡和20门小口径火炮围绕在其周边作为反坦克炮或发射信号(现在这里还有一个固定的斯柯达Skoda 4,7厘米反坦克炮)。二战结束后,整个堡垒被挪威人接管,六十年代末,苏联的威胁开始变小,挪威人于是决定放弃它。它在90年代初变成了博物馆。

钢铁雄心4开发日志 | 7/11 后殖民时代的世界:地图改变与新的国家钢铁雄心4开发日志 | 2/27 1.6版本号改动全内容(Part-2)(图7)

# Modding

Glorious Real-Life ErrorDog approvingly observing shell fire raining down upon his enemies.

# 模组

荣耀且现实活着的报错狗ErrorDog正在欣赏炮火倾泻袭击它的敌人。

Last week we had a look at the new, reworked focus tree for the United Kingdom, including a whole new path for decolonization. Naturally, this elicited a flurry of questions that (because of this week’s dev diary) I could not answer at the time...

上周,我们看了一下英国新的重制国策树,包括一条全新的去殖民化路线。当然,这引出了一大堆问题(因为本周的开发日志要讲)而我当时无法回答...

I notice one focus talks about a Three-Nation solution in India, does this mean we'll be seeing a tag for Burma or Sri Lanka? Will there be other new tags involved in the decolonisation tree beyond those which are already present?

我注意到一个国策讲到印度的三国理论Three-Nation solution,这是否意味着我们将看到缅甸或斯里兰卡的tag? 除了已经存在的那些之外,去殖民化国策树中还会涉及其他新国家吗?

 

Also, will Burma finally have its own tag? It was historically separated from the British Raj one year after the game begin.

另外,缅甸最终会拥有自己的tag吗?在历史上,它在游戏开始一年后与英属印度分离。

 

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

- Fixed last enabled mods not working when you start the game with –nolauncher

The focus the three nation solution does mean a tag for bangledesh/east Pakistan, Burma or something else altogether?

三国理论的国策是否意味着孟加拉国/东巴基斯坦,缅甸或其他地方的tag?

- 修正了使用非启动器开始游戏时,最后启用的Mod未加载的问题。

 

Since there is a decolonisation path does that mean that there are more releasable nations in the colonies, like for example Malta or Ghana? Also, is the third nation in the Raj going to be Burma?

- Fix for minor issue in dynamic lists for scripted guis

- 修复了脚本图形用户界面的动态列表中的小问题。

- fixed scripted gui tooltips being glitchy on hourly tick and some clicking problems

既然存在去殖民化的路线,那是否意味着殖民地中有更多可释放的国家,例如马耳他或加纳? 此外,英属印度的第三个国家是缅甸吗?

- 修复脚本图形用户界面提示栏在每小时刷新的故障以及一些点击上的问题。

 

- Ships can now have tech levels that affect their 3d model, and the right one will get picked. default is 0.

Are y'all

- 舰船现在可以拥有影响其3D模型的科技等级,而与科技等级相应的3D模型将被选中。默认值为0。

- Badly scripted divisions with invalid div-templates, will no longer CTD.

- 具有无效师模板的错误脚本化的师将不会导致闪退回桌面问题。

- Fixed has_navy_size trigger to work with type count or generic ship count, not just archetypecount.

- 修复了has_navy_size触发器可以计算类型数或通用舰船数,而不是仅仅计算原型数的问题。

- Fixed clamp on targeted decision days until removed to reliably clamp the minimum to 1.

- 增添了将目标决议固定一段时间,直至移到将最小值确实固定到1的修正。

- Added error logging for incorrect victory points in history and avoided a potential crash in this case

- 为历史文件中不正确的胜利点添加了错误日志,并避免了这个问题造成的潜在崩溃。

- incorrect error logging on division template scripting no longer risks crashes

- 在师模板脚本上的不正确的错误日志不再会导致崩溃。

- added ai_research_log command to toggle on loggign of ai research picking

- 增加了ai_research_log命令来切换到AI科研选择的记录。

- new ai strategy naval_mission_threshold to control when some missions are ok to run

- 新的AI策略naval_mission_threshold,来控制哪些海军任务可以进行。

- Added an AI strategy to block upgrade of a production line to newer equipment if the efficiency loss is too significant.

- 添加新的AI策略,如果效率损失过大,则会阻止将生产线升级到新装备。

- Added trigger to check for deployed army manpower in a state. army_manpower_in_state = { state = ID amount> 2000 type = armor (optional) }

- 增加触发器以检查一个州部署的军队人力。 army_manpower_in_state = {state = ID amount> 2000 type = armor(optional)}

- Added effect remove_decision. Removed specified decision without running remove_effect or putting it on cooldown.

- 增加效果remove_decision。删除指定的决议而不运行remove_effect或将其置于冷却时间。

- Added effect remove_decision. Removed specified decision without running remove_effect or putting it on cooldown.

- 增加效果remove_decision。删除指定的决议而不运行remove_effect或将其置于冷却时间。

- Added ability to set state = all when triggering a civil war.

- 在触发内战时,可以设定state=all。

- Using show_modifier = yes on a building now makes it print its modifier or not

- 在建筑上使用show_modifier= yes,现在可以让建筑显示其有无修正。

- Added variable support for add_equipment_to_stockpile effect

- 为add_equipment_to_stockpile效果添加了变量(装备改型)的支持。

- Added has_country_leader_with_trait triger

- 添加了has_country_leader_with_trait触发器。

- Added swap_ruler_traits effect. Syntax: swap_ruler_traits = { remove = <trait> add =<trait> }. Makes nicer tooltip than removing and adding.

- 添加了swap_ruler_traits效果。语法:swap_ruler_traits = {remove = <trait> add = <trait>}。比分别移除和添加更好的提示语句。

- Added on_civil_war_end_before_annexation

- 添加了on_civil_war_end_before_annexation。

- Added triggers is_exiled_in and is_hosting_exile

- 添加了is_exiled_in和is_hosting_exile的触发器。

- Added effect: remove_exile_tag to make army leaders no longer be considered exile leaders.

- 增加效果remove_exile_tag,使军队领导人不再被视为流亡政府领导人。

- Added triggers: is_exile_leader and is_exile_leader_from

- 添加触发器:is_exile_leader和is_exile_leader_from。

- Added option to use From for targeted modifiers on targeted decisions

- 添加了在目标修正项中使用From对应目标决策的选项。

- Added modifiers legitimacy_daily targeted_legitimacy_daily to increase country legitimacy

- 添加修正项legitimacy_daily和targeted_legitimacy_daily来增加流亡国家正统性。

- Added effect set_legitimacy

- 添加效果set_legitimacy。

- Added triggers: is_exile_host is_government_in_exile has_legitimacy

- 添加触发器:is_exile_host、is_government_in_exile和has_legitimacy。

- "reload assets" now recreates all on-map assets so you dont have to force a reset

-“reload assets”现在重新创建所有地图上对象,所以你可以不用强制重置。

- Added effect become_exiled_in = { target = <Host tag> legitimacy = <0-1> startinglegitimacy }

- 添加效果become_exiled_in= { target = <Host tag> legitimacy = <0-1> starting legitimacy }。

- Added global.year variable. Returns 1936 at game start.

- 添加了global.year变量。游戏开始时返回1936。

- Added separate army_ratio, navy_ratio and air_ratio size modifiers for start_civil_war.Updated documentation for the effect.

- 为start_civil_war添加了单独的army_ratio、navy_ratio、air_ratio的大小修正项。更新了效果的文档。

- Added support for swapping timed ideas in swap_ideas effect

-添加了swap_ideas,以支持随时间切换效果的民族精神的支持。

- Loosened scope checks on the and, or, and not triggers, including the limit trigger of if triggers and effects, so that they also work with empty scopes, such as directly withinon_startup.

- 放宽对and、or和not触发器的检查范围,包括if触发器和效果的限定触发器,以便它们也可以使用空范围,例如直接在on_startup中。

- Added modifier for training_time_air_factor

- 为training_time_air_factor增加修正项。

- Decisions can have a name field to override the key used for localization, just like is already supported by ideas.

- 决策可以有一个名称字段来覆盖用于本地化文件里的键值,就像意识形态已经支持的那样。

- Added modifiers for license production of specific equipment archetypes:

- 添加了用于特定装备改型的许可生产的修正项:(以下皆是)

- license_infantry_eq_tech_difference_speed_factor

- license_artillery_eq_tech_difference_speed_factor

- license_light_tank_eq_tech_difference_speed_factor

- license_anti_tank_eq_tech_difference_speed_factor

- license_infantry_eq_production_speed_factor

- license_artillery_eq_production_speed_factor

- license_light_tank_eq_production_speed_factor

- license_anti_tank_eq_production_speed_factor

- license_infantry_eq_cost_factor

- license_artillery_eq_cost_factor

- license_light_tank_eq_cost_factor

- license_anti_tank_eq_cost_factor

- Added building_level@building_id to get level of a state building

- 添加building_level@building_id以获取州建筑的级别。

- Enabled the inclusion of random effects as child effects, even for those that can already use the random token to indicate a random time span for firing the effect.

- 允许将随机效果包含在子效果中,即使对于那些已经可以使用随机标记来指示随机时间以触发的效果来说也是如此。

- Added ability to script a priority for puppet actions in peacedeals

- 增加了在脚本中编写在和平协议中优先选择傀儡行动的能力。

- Added master_ideology_drift modifier

- 添加了master_ideology_drift修正项。

- Added has_rule trigger. Example has_rule = can_puppet

- 添加了has_rule触发器。示例has_rule = can_puppet。

- Extended has_wargoal_against trigger to also look for a specific type if desired

- 扩展了has_wargoal_against触发器,现在也可以查找特殊类别了。

- The create_wargoal effect can override the expire value of the wargoal type.

- create_wargoal效果可以覆盖战争目标类型的过期时间值。

- Added effects. add_province_modifier remove_province_modifier to add and remove static modifiers on provinces. Best used for weather like effects.

- 添加效果add_province_modifier和remove_province_modifier,用于在省份上添加和删除静态修正。 最适合用于天气效果。

- Added option to have custom province modifiers show up as icons when clicking the province.

- 添加了将自定义省份修正显示为单击省份时出现图标的选项。

- Added option to script custom weather modifiers to show as mud on the map

- 添加了在脚本中编写自定义天气修正的选项,就像在地图上显示泥泞那样。

- Added possibility to use scriptable UI in decision categories.

- 增加了在决策类别中使用脚本化UI的可能性。

- Added province highlighting to decisions. highlight_provinces = { id id id }

- 给决议添加了相关省份高亮。highlight_provinces = { id id id }

- Added support for random_list in scripted localization

- 在脚本本地化文本中添加了对random_list的支持。

- Added set_faction_effect = SOME_LOC_KEY. Set current country's faction's name to what ever the key localises to.

- 添加set_faction_effect= SOME_LOC_KEY。将当前国家/地区的阵营名称设置为键值对应的本地化文本里的的名称。

- added triggerhas_country_leader_trait

- 添加触发器has_country_leader_trait。

- added support var accessing variable stored on another variable (set_variable = { a = ENG }set_variable = { a:c = 123 }

- 增加对访问储存在其他变量中的变量的支持。(set_variable = { a = ENG } set_variable = { a:c = 123 }

- Added new modifiers for separately control the output of refineries and changed refiniery techs to fuelbonus instead

- 添加了新的修正,用于单独控制炼油厂的输出,并改变炼油厂科技,以代替燃料奖励。

- added add_nuclear_bombs & scoped_sound_effect effects

- 添加了add_nuclear_bombs与scoped_sound_effect效果。(可以直接往仓库塞核弹了。)

- added unit_modifiers.txt to support adding modifier for non hard coded sub units & sub unit categories

- 添加了unit_modifiers.txt以支持非硬编码的子单位和次单位类别的修正。

- general scripted gui fixes & added list/grid support for scripted GUIs

- 通用脚本GUI修复,以及为脚本GUI添加列表/网格支持。

- added launch