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钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty

更新时间:2021-10-14 15:51:12点击:

牧游社 牧有汉化翻译

Podcat, Oberkommando HOI4

 

 

HOI4 Dev Diary - Naval Terrain

Podcat, Oberkommando HOI4

Hello everyone, last week we covered the last of the new focus trees, so from now on we will focus (heh) on new features and changes again. Today we are going to start off by talking about changes to how wars work as well as sharing some very interesting telemetry data!

Today we are going to talk about Naval Terrain and start talking about some of the core changes to the naval game.

今天我们将要讨论海域地形Naval Terrain以及游戏中海军机制的一些重要核心变化。

嗨大家吼啊!上周我们介绍了最后一个新国策树,所以从现在开始我们将重新关注(喂!)新特色和内容改变。今天我们要开始谈论战争机制方面的内容改变,以及给大家分享一些非常有趣的统计数据。

 

We felt that we wanted to make where you fight more important, and where possible give advantages to people fighting in home waters. The sea in HOI4 has previously generally been either “ocean” or “ocean in range of enemy land based aircraft”, and otherwise mattered little. That’s about to change!

我们想要让玩家进行海上作战的位置地点变得权重更高,并在可能的情况下为近海作战的一方提供些优势。以往钢铁雄心4中的海洋都是被草草地划分为“海域”与“敌方陆基飞机航程内的海域”,而其它方面没有多少意义,不过这都将要有所改变!

War Changes

To do this we are introducing several terrain types for seas. These impact what ships work best there, how mines function as well as some other stuff. In total seas are divided into 4 types:

战争机制变化

为此我们引入几种海域地形类型。而这将影响到哪类舰艇最适合在哪里作战,以及水雷机制和其它一些东西。所有海域总共分为4种类型:

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图1)

Regular Ocean has no special effects, so its similar to plains on land.

常规的海域没有特殊效果,类似于陆地上的平原。

 

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图2)

重巡洋舰:海军燃油消耗+20%;可视度-20%;定位-15%;机动-20%;攻击-20%;防御-20%

其他舰船:可视度-20%;定位-15%

 

Fjords & Archipelagos come with some hefty penalties to big ships, but make it easier to hide (all numbers still quite work in progress btw!)

峡湾和群岛Fjords & Archipelagos海域会对大型船只造成一些严重的惩罚,但是相对使舰船更容易隐藏。(顺便说一下所有数值仍处于开发阶段!)

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图3)

When we planned out Waking the Tiger, we knew that we wanted to solve several issues with wars once and for all. The game wasn’t really set up for 3-way-wars and it tried to stop you from 3-way wars as much as possible, and if it failed some pretty nasty bugs could happen. Wars could in certain cases end up either having to force friends into war, or drop people from wars which usually really messed up both multiplayer and singleplayer when it happened. It was all just a nasty and horrible mess on the code side as well.

当我们策划唤醒猛虎时,我们知道我们想要做的是一劳永逸地解决游戏在战争机制上的一些问题。游戏并没有为三方阵营混战设定好机制,并且尝试尽可能阻止你进入三方阵营混战的场面,而如果阻止失败的话,就可能会导致一些令人蛋疼的Bug。当这些虫子出现时,在特定场合下可能会导致强迫盟友加入战争,或是导致他们退出战斗,这使得单人游戏和多人游戏都出现混乱。这也主要是由代码层面上出现的任意和混乱所致。

 

Our changes effectively mean that now every two nations at war have their own little war and we instead present wars as a summary of sides that make sense. How you look at a war as a player shouldn't really look any different now. This was a massive change that has taken us a lot of time (and quite a bit of sanity), but I am confident that it will have been worth it with all the issues it has solved and freedom for players it will enable (particularly for mods that like to do a lot of wars from events and focuses where there was a big chance of things working out wrong - not naming any names).

我们的改变事实上意味着现在每一对处于交战状态的国家都独立进行两国之间的小小战争,而整场战争通过总结交战阵营双方的情况来合理呈现。作为一个玩家,你观察整场战争的方式应该没有什么不同。这是一个花了我们很长时间(和相当多San值)的改变,但我很自信这个改变是有价值的,因为它能解决原有的所有问题,并给予玩家更大的自由度(特别是那些喜欢通过事件和焦点发起很多战争的Mod,这个改变可以减少它们出现问题的可能性。我们并没有特指哪家。)

驱逐舰:触雷几率-50%;机动-50%;攻击-50%;防御-50%

When playing, the biggest changes you will notice is that wars merging now is a lot smoother. War score, casualties and such are properly tracked and retained. Its now also possible to fight 3-way wars (or more) so we can handle Axis vs Comintern vs Allies vs The Japanese co-prosperity sphere etc.

当你在游玩时,你将注意到的最大改变是战争的合并(数场不同战争合并为一场战争)更加顺畅了。战争分数,伤亡之类的现在能够被很好地追溯和重新计算出来。这也使得进行三方(或是更多方)阵营混战成为可能,所以我们现在能够很好地处理轴心国vs共产国际vs同盟国vs大东亚共荣圈之类的情况。

The war interface has also gotten a bunch of changes:

战争界面也得到了一系列改变:

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图4)

You can now filter nations like minors, capitulated, or nations who aren’t called in yet.

轻巡洋舰:触雷几率-50%;机动-10%;攻击-25%;防御-25%

潜艇:可视度-25%;触雷几率-50%;机动-50%;

其他舰船:触雷几率-50%

 

你现在能够在战争界面中筛选次要国家、已投降国家和你还未召唤加入战争的盟国;

We show nations that could be called in, but aren’t in blue (so you can see that the soviets have not called in Republican Spain yet), this is instead of the old interface where there was separate lists, now a button appears if you yourself have the power to callthem.

战争界面会以蓝色显示你可以召唤加入战争但还未加入战局的国家(所以你可以看到苏维埃联盟还未召唤西班牙共和国加入战争),这取代了旧界面中的单独列表,现在如果你有能力将其召入战争的话就会出现一个按钮;

Deep Oceans on the other hand are not good for light ships. They are also not good place to mine due to their depth and vastness. Subs like this area (mid atlantic gap = bae) because it is also easier to hide here.

另一方面,对于深海Deep Oceans海域来说,轻型船只不适合在此类海域作战。由于海域的深度与广阔范围,它们也不是布置水雷的好地方。潜艇喜欢这个海域(校注:中大西洋间隙Mid Atlantic Gap,非精确军事地理概念,范围覆盖了二战皇家空军岸防司令部在大西洋海战中的超出飞机护航范围Beyond Aircraft Escort),因为它在这里更容易隐藏。

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图5)

潜艇:可视度+100%;定位-5%

其他舰船:定位-5%

We group up factions and summarize stats for them for easier comparisons.

 

我们按阵营来把参战国家进行分类并按阵营统计战争状态,方便进行比较;

The interface lets you pick among your wars, but there is also a War Summary that collects all war allies and enemies in one big page. The interface also scales with your screen size, so it's much easier to get an overview of large complex wars now.

Shallow seas are a bit harder to maneuver well in, and not a great place for submarines.

战争界面允许你选择性查看战争统计,但也有一个把所有盟友和所有敌国的战争状态总结在一起的页面。这个界面被放大到和屏幕一样大,所以你能够更容易地获得大型复杂战争的概览。

浅海中很难进行适当机动,而且也不是一个对潜艇友好的海域。

There is also some possible modifiers on them:

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图6)

One of my favourite new things is that we show a breakdown of the casualties, so you can see how many casualties you caused for a specific nation:

其中一个我最喜欢的新改变就是我们详尽展示了伤亡数值的细目,所以你可以看到你对特定国家造成了多大的伤亡。

还有一些可能出现的修正:

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图7)

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图8)

极地海域:沉船伤亡+20%;损耗+10%;脱离速度-5%;定位-20%

Difficulty Settings

难度设置

 

 

Arctic Water is a general bad area to operate in, wearing your ships down and causing potential accidents. It also increases casualties if ships sink for any reason. This modifier works much like Extreme Cold on land so it depends on the time of year and temperature.

极地海域基本上可以算作一个不适合作战的区域,它会对船只造成损耗,甚至会引发潜在事故。如果舰艇因任何原因沉没的话,伤亡人数也会增加。这个修正的机制跟陆地上的极寒天气类似,实际效果取决于一年中的时间点与温度。

We are slowly building up better and better telemetry on HOI players and I really love to share it with the community when it’s surprising, and this one surprised me a lot actually! It turns out that close to 40% of players prefer to play on the lowest difficulty setting. I would have expected this to be quite a bit less!

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图9)

鲨鱼群聚海域:沉船伤亡+60%

 

Some places in the world have quite a lot of sharks and there are a lot of stories of heavy casualties after the sinking of ships due to sharks. The USS Indianapolis is a famous example where due to several reasons, sharks among those, something like 75% of the crew were lost. It is honestly mostly a cool flavor thing though we wanted to have in.

我们正在逐渐建立更好的钢铁雄心玩家数据收集体系,当收集到令人震精的信息时我也非常乐意和社区来分享,而下面的这个数据确实让我非常惊讶:原来有将近40%的玩家更倾向于去玩最低难度。我希望这个数字可以变得更低一些!

世界上某些地方有不少鲨鱼,而且也有很多关于沉船后因为鲨鱼造成大量伤亡的故事。美国的印第安纳波利斯号重巡洋舰USS Indianapolis(CA-35)就是一个著名的例子,由于某些原因——其中鲨鱼贡献最大,导致损失了原先船上大约75%的船员。老实说,这确实是我们想加进游戏中的一个很酷很有趣的特色内容。

Your performance in these are also affected by Admiral Traits. As we have shown a bit before your Admirals can now gain traits for different terrain types.

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图10)

玩家在这些海域的表现也会受到海军将领特质的影响。正如我们之前展示的一些内容,你的海军上将现在可以获得针对不同地貌的特质。

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图11)

As number of hours you play goes up people migrate away from recruit a bit. So for players with less than 50 hours played, 60% of them use Recruit and after playing 200+ hours only about 28% still use Recruit. Veteran shows the largest relative change. For beginners, it is 1.4% who use it and it goes up to 3.5% for 200+ hour players. The vast majority use Regular. It's the difficulty setting that doesn't give you any bonuses or penalties so this is usually what people prefer. My design philosophy is to try and stay away from direct combat bonuses and such that will make you learn the game in the wrong way. I prefer buffing things that allows a player to play more sub-optimal, so faster research (or slower so you must make more optimal choices), smaller losses on efficiency when changing production lines or less impact of lack of resource and such. It's also important to only affect the player as you don't really know which of the nations will end up on their side or as enemies. For example, in HOI3 depending on country it could actually be easier at harder settings, since certain nations were advantaged by that in an allied role.

Cold Water Expert reduces the impact of arctic waters

玩家的游戏时间变久之后,他们就会稍微远离征召难度。对于游戏时间低于50小时的玩家,60%的人选择了征召难度,而那些200+小时的玩家中只有28%的人还在玩征召。老兵难度的变化则最具有相关性。对新手玩家而言,1.4%的人会玩老兵难度而在200+小时的玩家中这个比例则上升到了3.5%。绝大多数人还是玩常规难度。正是因为常规难度的设置不会带来任何奖励或惩罚,所以人们才喜欢选这个难度。我的设计理念就是尝试不给玩家直接的战斗奖励,因为这会让你用错误的方式来了解游戏。我倾向于构筑一些让玩家在次优层面进行游戏的机制,所以才有了更快的研究速度(或者速度更慢,因此你必须做出最佳选择)、变换生产线时损失更少生产效率或是降低资源不足的影响等等加成效果。只对玩家进行影响也是很重要的,因为你完全不知道哪个国家会成为你的盟友或是敌人。举个栗子,在HOI3中,更困难的难度选项游戏里,抱某些国家大腿会让游戏变得很容易,因为这些国家获得了加成因此作为同盟时会带来更大优势。

So what are we doing about this? First of all we are adding two more settings (the gods of symmetry demand it!). A new difficulty before Recruit called Civilian and a new harder difficulty called Elite.

寒冷海域专家将减轻极地海域造成的影响。

那么我们要咋整呢?首先我们要增加两个新难度(强迫症之神钦定的!):一个低于征召的新难度平民Civilian和一个新的最高难度精英Elite。

Inshore Fighter gives combat bonuses and speed when operating in Fjords and Archipelagos

近海斗士在峡湾与群岛作战时会获得战斗和速度加成。

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图12)

I also thought I would mention that we haven't really analyzed the custom difficulty settings yet but plan to in the future. I always recommend them to tailor your game. Say if you want a particularly strong Soviet to fight as Germany.

我想我也应该提及,我们还没有真的开始考量自定义难度设置,但是未来会将此纳入计划之中。我一直推荐用这个办法来调整你的游戏难度。如果你想要一个超级牛批的苏联去干德国的话,就尽管和我们说罢。

Blue Water Expert gives combat bonuses and speed when operating in deep oceans

 

深海专家在深海作战时会获得战斗和速度加成。

See you all again next week! Also don't forget to tune in to World War Wednesday at 16:00 CET where we start a new campaign to show off all the new stuff in Waking the Tiger as a Chinese warlord on the rise!

Green Water Expert gives combat bonuses and speed when operating inshallow seas

浅海专家在浅海作战时会获得战斗和速度加成。

大伙儿下周见!还有别忘了来看欧洲中部时间CET16:00的World War Wednesday,我们要开始新的一局游戏,扮演一个崛起中的中国军阀,展示唤醒猛虎中的新内容。

Spoiler:Rejected diary titles

彩蛋:被拒的开发日志标题

 

Dan Lind's "War and Peace (Book Oneof Four)"

You might have noticed some strange colors in the screenshots above. We are adding some more mapmodes, but it’s mostly all pink and full of coder art at the moment, so you are going to have to wait a bit more to see all those. I am pointing it out because I need to show the terrain mapmode a bit to more easily show off the naval terrain across the world

大林子的《战争与和平(第一卷,全四卷)》(Dan Lind即Podcat,HOI4游戏监督)

War (screen), What is it good for?

战争(界面),到底有毛好处?(梗出Edwin Starr经典反战歌曲《war》,著名歌词War, What is it good for?)

I guess we don’t need to spend all the work we do on improving the AI after all.

最后,我觉得我们完全没有必要改进AI。

你可能在上面的截图中注意到一些奇怪的颜色。我们增加了一些地图模式,但现在它基本上都是粉色,而且现在全都是程序员为测试弄出的美工,所以各位需要多等一段时间才能看到更多相关内容。指出这一点是因为我需要稍微展示一下地貌地图模式,以便更容易地展示世界各地的海域地形。

War. War sometimes changes.

战争,战争从不(划掉)变了!

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图13)

You can't fight in here. This is a wargame forum.

Around the Dutch East Indies several of the terrain types are visible (the colors on land in this mapmode are still in need of some tweaking btw). The brightest there is archipelagos with the other shades of blue being shallow seas and regular ocean and the darker areas is deep oceans.

荷属东印度群岛周边可以看到几种不同海域地形(顺便一提这个地图模式的陆地颜色仍然需要些调整)。颜色最鲜艳的是群岛海域,其他蓝色的是浅海海域与普通海域,较暗的地方是深海海域。

 

引战的封号,这只是个战争游戏论坛。

Players online usually lie about the size of their conquests.

This is what the Atlantic and Europe looks like:

跟你一起联机的玩家从来不让你知道他们到底割走多少地。

You get a war, and you get a war! Everyone gets a war!

排排坐,打架架!

Maybe finally Quill18 can now play competitive multiplayer without getting shafted by a war-merge bug!

可能这回Quill18联机的时候再也不会被抓到利用合并战争BUG的把柄了!

这是大西洋与欧洲附近海域的样子:

钢铁雄心4开发日志 | 10/10 海域地形钢铁雄心4开发日志 | 1/24 War Changes and Game Difficulty(图14)

翻译:卡斯托普 万豪顿

Notice the deep ocean in the Atlantic and the fjords around scandinavia.

校对:三等文官猹中堂

彩蛋翻译:Dr.Shan

注意大西洋的深海区与斯堪的纳维亚周围的峡湾。

 

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欢迎关注斗鱼主播小牧Phenix!

That’s it for this today, next week we a

欢迎加入牧有汉化,致力于为玩家社群提供优质内容!翻译人员募集中!