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钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事

更新时间:2021-10-14 16:16:12点击:

牧游社 牧有汉化翻译

 

牧游社 牧有汉化翻译

 

HOI4 Dev Diary - News from the Eastern Front

podcat, Oberkommando HOI4

 

Hi everyone! It’s time to touch base and start talking about what we have been up to since we released 1.6.2. We have been both preparing to start on the next big expansion which will come together with the 1.8 “Husky” Update as well as working on various tasks for 1.7 ‘Hydra’ which is the next upcoming release. Let's jump in. Beware, it’s going to be pretty wordy!

大家好!现在是时候和各位重新取得联系,并开始讨论自从发布1.6.2版本以来我们一直在做什么了。我们在准备开发下一个大扩展包,其将伴随1.8版本号“哈士奇husky”更新一起发布,同时我们也在处理1.7版本号“九头蛇hydra”的各种任务,这将是下一个即将发布的版本。让我们开始吧。小心,内容会很长的!

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图1)

HoI4 Dev Diary - LaR UK AAR

YaBoy_Bobby, Game Designer - HoI4

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图2)

Join me as I recount some of the highlights from my recent prerelease testing playthrough of LaR in this After Action Report (AAR) where played I as the UK.

1.7 ‘Hydra’

欢迎各位与我回顾本次发布前试玩战报中的重点,此次抵抗运动LaR试玩中我扮演的是联合王国。

1.7版本号“九头蛇”

 

Phase 1: The buildup

第一阶段:种田

 

So first up, why 1.7? This is because we are now going 64-bit which will mean you can no longer run HOI4 on 32-bit, so we want to make it clear it is a different technical base. More on this next dev diary though.

所以首先,为什么要搞1.7版本?这是因为我们现在正在转向64位操作系统,这意味着大家将不能再在32位操作系统上运行HOI4,所以我们要明确指出这是不同的技术基础。有关这方面的说明请详见下一篇开发日志。

 

 

We have also worked on some of the bugs that have popped up since then, most importantly front issues for Germany vs Soviets. This was something that was reported during 1.6.2 development, but as we dug into things it turned out to require a lot more work than we had planned. We made the decision to do it for 1.7, and instead of just fixing that particular issue we also reworked a bit of how fronts and the ai work. This is going to be what the diary will be about today!

When playing the UK in singleplayer I don’t really like trying to hold France, as I feel doing so kinda ruins the pacing of a historical playthrough. So I spent all my time from game start only building civilian factories with about 85% of my mills making aircraft. I also began establishing my intel agency in late 1937. I focused on improving my intel generation and code-cracking ability first so I could give some force multiplication to my rather small army.

我们还研究了一些从那时起出现的Bug,其中最重要的是苏德前线的问题。这是在1.6.2版本号开发期间就被报告过的内容,但是当我们深入研究这些内容时,结果发现需要比我们计划的多得多的工作。我们决定在1.7版本号中完成这项工作,同时不仅仅解决这个特定的问题,我们还重做了一些前线和AI的运作方式。这就是今天的日志内容!

当我在单人模式下用英国进行游戏时,我不太喜欢尝试保住法国,因为我觉得这样有点破坏历史的进程。所以我把从游戏开始所有的时间都用在了建造民用工厂上,我还用自己85%的军用工厂造飞机。在1937年下旬,我开始着手组建情报机构。我首先专注于提高自己的情报等级和破译密码的能力,这样我就能给自己规模可怜的陆军提供一些加成。

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图3)

Phase 2: Naval Dominance and Focused Defense

 

第二阶段:掌控制海权及集中防守

 

At the start of hostilities, I began cracking Germany’s encryption and used my airforce in the Mediterranean in conjunction with a large part of my navy. I figured it wasn’t worth sacrificing too much air strength against Germany in France at this point. I had just switched to building military factories from only building civilian factories, so I could not afford to use my more limited airforce recklessly. I also set up the majority of my operatives to set up intel networks in Germany.

Oh and because people will ask... we are not super far away from the 1.7 release. We plan to let you help test it in open beta soon (where soon means like “within a week” or thereabouts).

战争一开始,我就开始尝试破解德国的密码了,我还把地中海的空军与我的大部分海军集中起来。我认为在法国与德国交战时牺牲太多的空军力量是不值得的。因为我刚从只建造民用工厂转向建造军用工厂,所以我不能鲁莽地使用我有限的空军。我还安排我的大部分特工在德国建立了情报网络。

 

哦因为玩家们会问东问西...我们离1.7版本号并不是非常遥远。我们计划很快™让大伙在开放测试版中帮助我们测试一下(很快™的意思是“一周内”或者说一周左右之类的)。

 

I attempted to recruit mostly “seducer” trait operatives as they have a lower chance of being caught. In the process, I got some interesting seduction experts.

What’s new on the eastern front?

东线有什么新战事?

 

我试着去招募的特工大多有“诱惑者”特性,因为他们被人抓住的风险更小。在这个过程中,我招募到了一些有意思的诱人专家。

Operation Barbarossa, which is the German invasion of the Soviet Union, is one of the pivotal balance points in HOI4 (and in all the HOI games) together with the fall of the low countries, Poland and the Sino-Japanese war. After 1.6.2 we had Germany beating the Soviets a bit too easily, and in particular, players had too easy of a time doing it. This had a lot of different reasons. The primary one is that we spent a lot of time overhauling the German strategic and planning AI which has made it very consistent and strong. Additionally for the AI, being good at defending is a much harder job than being good at attacking. What wasn’t working properly was that when the Soviets finally fell, it was often due to an issue related to frontline stability. The Soviet AI would misprioritize this and move a large part of its front elsewhere, leaving a hole that the German AI would often exploit (which players also definitely did). It’s also not fun beating an AI when it makes such a critical mistake. This particular case was extremely random, but the front reaching Crimea was a common factor. At that point, a new front would open at the same time as the line became long enough to require multiple Army Groups to cover it, which was another weakness for the AI. A lot of those technical issues should now behave a lot better and we are consistently seeing much better performance from the Soviets. Although, they do still generally lose in the end, but this is mostly by design.

巴巴罗萨计划,作为德国对苏联的侵略战争计划,与低地国家的沦陷、波兰的沦陷和中日战争一道,成为了钢铁雄心4(以及所有的钢铁雄心系列游戏)中的一个关键平衡点。在1.6.2版本号之后,我们搞得德国过于轻松就能够击败苏联,特别是对于玩家而言做到这点实在是太简单了。这里有很多不同原因。主要一点是我们花了很长时间对德国AI进行战略和规划上的改良,这使得它非常坚挺且强大。另外对于AI来说,专于防守要比擅长进攻困难得多。但问题在于当苏联最终战败的时候,原因往往涉及到与前线稳定性相关的毛病。苏联AI会发生错判,并将它的一大坨前线部队移到其他地方,留下一个大口子让德国AI一拥而入(玩家当然也会利用)。当AI犯下如此严重的错误时,打败它也算不上什么乐趣了。发生这种特殊情况是非常随机的,但导致此事的普遍因素之一是,东线推进到了克里米亚。此时战场会开辟一条新战线,可是战线拉得太长了需要数个集团军来填满,这是AI的另一个弱点。许多技术问题现在应该表现得更好,我们也一直希望看到苏联AI有更好的表现。即使它们最终还是会失败,但这主要是由于设计问题(而非AI问题)造成的。

To explain why this is a good target, let’s look at our balance targets for Barbarossa:

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图4)

诱惑者

为了解释为什么上文所述是一个好的改进目标,让我们看看对巴巴罗萨计划的平衡目标:

The Axis pushes the Soviet line in slowly until the Soviets lose in 1945 unless the Allies secure a big landing and relieve the Soviets, at which point Germany should start losing with its forces split across the 2-3 fronts.

轴心国会缓慢推进苏联前线直到1945年苏联战败,除非同盟国确保实施了大规模的登陆并成功减缓了苏联在东线上的压力,在这种情况下德国应当开始败退,同时其部队会在2-3条战线上分割。

己方特工暴露几率:-20%

渗透效率:+25%

So why is this a good target?

渗透风险:-25%

那么为什么这是一个好的改进目标?

这个特工有让人对其念念不舍的天资-有时则要利用一些床事技巧。

Most of my rather small army was deployed in Egypt to hold the Suez. With air superiority and an intel advantage over the Italians, Holding Egypt was a great success. I was able to recruit the famous Nancy Wake and I decided to send her on a Roman holiday to help me get more intel on Italy since I would be fighting them in Africa for the foreseeable future.

我规模有限的陆军大部分都被派到埃及去防守苏伊士运河。凭借空优和对意大利人的情报优势,埃及防守战取得了巨大的成功。我招募到了著名的南茜·韦克(译注:即“白鼠”,著名英国女间谍,对反法西斯运动做出了卓越贡献),并决定送她去享受一下罗马假日,以帮助我获得更多有关意大利的情报,因为将来本国在非洲必定会与其作战。

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图5)

Phase 3: Battle of Malta

As an Axis player, it means business as usual. You get to beat the Soviets, and the better we make the German AI (which does the heavy lifting), the more challenging we can make it for a player Germany and still retain the balance target.

第三阶段:马耳他之战

 

作为一名轴心国玩家,这意味着一切照常进行。你要打败苏联,我们把德国AI做得越强(已经被加强很多了),对于一个德国玩家而言完成同样的事情就越有挑战性,同时还能保持我们想要的平衡。

 

As a Comintern player it means you need to defend, hold out, and push back Germany. Here, the stronger we can make the German AI, the more challenging it is for a Soviet player. So to keep our balance target we want to make the Soviet as tough as possible, but on their own, they need to break by ‘45.

作为一名共产国际玩家,这意味着你需要防守、坚持并反推德国。在这里,我们把德国AI做得越强,对苏联玩家来说就越具有挑战性。为了保持我们的平衡目标,我们想让苏联尽可能顽强;但如果只依靠他们自己,他们需要在1945年前战败。

 

After the Italian navy was largely defeated, I infiltrated the Italian airforce to help get a more clear idea of how close I was to breaking it. At this point, the Italian airforce started port striking my Mediterranean Fleet in Malta. After looking at their plane counts in the intel ledger, I built up some radar in Malta and deployed the airforce to intercept the Italians in the region. Baiting them to bomb my exposed, and no longer as useful, fleet worked as phase one of my plan to break the axis airforce.

在意大利海军被我打得元气大伤之后,我渗透了意大利空军,让我能更清楚地了解摧毁它的进度大致到了什么地步。正在这时,意大利空军开始攻击我地中海舰队所在的马耳他港口。在情报界面查看了它们的飞机数量之后,我在马耳他岛建了一些雷达站,并部署空军以拦截这一区域的意军飞机。我故意引诱它们轰炸我暴露的目标,而由于我的舰队已经没那么有用了,它们就成为了诱饵,作为我消灭轴心国空军的第一阶段。

As an Allied player, you have a bit of a race on your hands. A Germany that has beaten the Soviets will be a very difficult target, so you need to build up your strength and preferably strike when the German army is as extended, as it will get some solid landing points (ai is better at defending too now, so this is not always so easy). From abalance point, we need to make sure that the eastern front holds up long enough for you to get ready to do this. If the Soviets can push back the Germans on their own, there is no reason to play someone on the Allied side. If Germany beats the Soviet too fast, you will not have time to get involved (especially since the Allies are much more spread across the world and contains more minor nations we wanna make sure can make it to the party).

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图6)

作为一名同盟国玩家,你会有一点像一场赛跑。一个打败了苏联的德国将是一个非常困难的目标,所以你需要加强你的力量,在德国军队过度展开的时候对其进行时机绝妙的打击,从而获得一些牢固的登陆点(AI现在更擅长防御,所以这并不总是那么容易)。从一个平衡点的角度来说,我们需要确保东线能够持续足够长的时间,从而让你能做好准备。如果苏联能够自己击退德国,那就没有理由游玩同盟国阵营的国家。如果德国以太快的速度击败苏联,你将没有时间参与其中(尤其是因为同盟国在世界范围内的分布更广,并且包含了更多的小国,我们希望确保他们都能加入战局之中)。

Hopefully, that clarifies how we think about stuff. At the moment the allies do ok in Africa, but pulling off consistent D-Day scale invasions is something we have as more of a long term goal we are working on. Invasion skill for the AI has improved a lot, but the AI has also gotten better at defending. We have thought out a long term plan to also tackle this, but it requires a lot more strategic planning on the side of the AI with respect to theaters, so it is something you will need to look forward to in the future.

希望这样能说明我们是如何考虑这个问题的。目前盟军在非洲战场表现不错,但要想让他们持续发动诺曼底登陆级别规模的登陆作战的话还有些问题,这是我们要解决的长期性目标。AI的登陆作战能力确实提高了不少,而其防御能力也有相当的进步。我们在长期规划中也计划好了怎么解决这个问题,但这需要大幅度调整AI在战区规模的战略规划,所以各位只能期待一下将来的改动了。

Meanwhile, In Germany and occupied France, my intel networks had become rather strong and were providing good info on the state of the axis. I had at this point also infiltrated the German civilian govt’ and army to open up further options for operations and to get a more clear picture of their strengths.

与此同时,在德国和被其占领的法国,我的情报网络变得相当强大,给我提供了关于轴心国的良好信息。与此同时,我的特工们也渗入了德国平民政府和军队,为我的行动开辟了更多的选择,并让我对他们的实力有了更清晰的了解。

 

By late 1940 I had broken both the German and Italian ciphers and had weakened both the German and Italian airforces by fighting in favorable conditions where I had a large radar advantage combined with my passive cracked crypto advantage. Having enemy ciphers broken increases interception efficiency as well as adds to air detection.

到1940年底,我已经破译了德国和意大利的密码,并在有利的条件下削弱了德国和意大利的空军,此时我有很大的雷达优势,再加上我被动的解码优势。敌人的密码被破解增加了拦截效率,同时也增加了空中侦查。

 

Phase 4: Battleof Greece

 

AI in Hearts of Iron is a very complex problem and something we will always be working on improving. It will never really be “done”. We are feeling a lot better about the eastern front now and shuffling issues there, but there is, of course, lots of work left to do everywhere. It won’t fix everything, but I hope it will feel a lot better when you get to try fighting the Soviets again in 1.7.

第四阶段:希腊战役

 

钢铁雄心的AI是个非常复杂的问题,也是我们会持续努力改进的一个点。这方面永远不会“彻底搞定”。现在我们对东线战场的感觉更好了,并在正梳理相关的问题,但是当然很多层面都有大堆工作未完成。虽然新补丁修正不了所有问题,不过我希望玩家们能在1.7版本号中与苏联的作战有更好体验。

 

Tools

At the end of 1940, Greece was invaded by Italy and Germany. By this point, I had a significant intel advantage, was close to matching axis airpower, and had a large and equipped Free French volunteer force. I decided I would turtle southern Greece as long as I could and brutalize the axis in the air in the process. I scrambled a large part of my North African forces to Greece and deployed the majority of my airpower. At one point my defensive line was nearly broken. I was able to save it by activating my broken ciphers on Germany, giving myself a temporary 30day combat. Before the buff expired I was able to get some extra forces in and save Greece.

1940年底,意大利和德国联手入侵希腊。此时,我已经有了明显的情报优势,和接近于轴心国的空中力量,并且拥有一支庞大且齐装满员的自由法国志愿军。我决定,在希腊南部龟缩摆大巴,坚持尽可能久,并在这个期间于空中残暴地对待轴心国。我紧急调动了大部分北非的部队前往希腊,并部署了大部分空军战力。我的防线一度几乎被突破。我能守住战线还要归功于激活了我对德国的解码加成,给了自己一个30天的临时战斗加成。在加成结束之前,我得到了一些额外的力量来拯救希腊。

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图7)

工具

 

点击此处来激活破译加成。在接下来30日内除被动加成外将获得以下加成,但敌方也将注意到其密码已被破译,并随后会重置密码:

So while I am talking about AI, let's take a look at some of the tools we use to stay on top of the strategic situation and to help find relevant savegames, etc.

所以趁我正谈AI的时候,让咱们看看一些我们用来关注战略局势详情并协助搜寻相关游戏存档之类的工具。

 

Every night we run several machines hands-off that record various data for us and lets us chec kwhether we broke something, measure improvements, etc. Loading 30 savegames every morning and going over them is neither fun nor effective, so we have developed this awesome web tool that gives us a quick timeline and map to scan over:

入侵惩罚:-15%

每晚我们都会运行一些电脑自动局来看海,记录各种数据用于检查我们有没有搞垮什么、衡量改进之类。每天早上加载30个存档并审视一遍不仅没意思还很低效,所以我们开发了这个很棒的网页工具,它能提供一个简略迅速的时间线与地图用于分析扫描:

计划速度:+50%

对该国防御:+15%

入侵准备速度:+50%

对该国突破加成:+15%

已破译民用密码加成:+50%

已破译陆军密码加成:+50%

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图8)

已破译海军密码加成:+50%

已破译空军密码加成:+50%

Heat maps also make it easy to scan over time and see where the AI is distributing and focusing its units. This example below is highlighting the Japanese forces late 41:

By mid-1941 I had overtaken the axis in the air and southern Greece looked more and more secure. I decided it was time to start boosting resistance in France and laying the groundwork for eventual liberation. I also was well on my way to cracking the new Italian and German ciphers.

1941年中旬,我已经在空军实力上超过了轴心国,看起来希腊南部越来越安全了。于是我决定是时候开始在法国加强抵抗,并为最终的解放奠定基础。我也在破解意大利和德国新密码的路上进展顺利。

热点地图也让浏览时间线以及看看AI在何处分派与集中兵力变得更简单。以下示例显示的是日军在1941年末的兵力配置:

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图9)

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图10)

Unit Controller for Players

玩家的单位控制器

So that was

Once the ciphers were cracked again and my tac bombers were no longer needed in Greece, I decided to start harassing the Germans with a strategic bombing campaign in their homeland. With my Intel levels, I was able to track how my bombing campaign was impacting Germany. I had also begun targetting resource-rich areas in France with targeted sabotage operations to further put stress on the German war machine.

当德国人的密码被再次破解,而希腊也不再需要我的战术轰炸机的时候,我决定开始骚扰德国人,在他们的国土上进行战略轰炸。以我的情报水平,我能够追踪我的轰炸行动是如何影响德国的。我还开始在法国资源丰富的地区进行有针对性的破坏行动,以进一步地给德国的战争机器施加压力。

钢铁雄心4开发日志 | 2/12 抵抗运动:联合王国战报钢铁雄心4开发日志 | 5/15 东线新战事(图11)

Phase 5: Yugoslavian Uprising

第五阶段:南斯拉夫起义

 

Over the course of the next year, America and Vichy joined the war and a fight for North Africa broke out again. With Intel and Air advantage pushing Vichy France back was pretty easy. During the North Africa campaign, I noticed that Croatia was barely keeping occupied Yugoslavia under control. So I sent some of my Operatives to support the resistance there, pushing it over the edge and causing a full-scale uprising. Many of the Axis forces in northern Greece were then cut off and annihilated.

在接下来的一年里,美国和维希法国加入了这场战争,而一场为争夺北非控制权而战的战争再次爆发。有了情报和空军的优势,我很容易就把维希法国给击退了。在北非战役期间,我注意到克罗地亚几乎没有控制住被占领的南斯拉夫。所以我派了一些人去支持那里的抵抗,给当地摇摇欲坠的傀儡政府推了一把,引发了一场全面的起义。随后在希腊北部的许多轴心国部队被分割包围,并最后被歼灭。

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