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鋼鐵雄心4開發(fā)日志 | 4/7 補給系統(tǒng)和本年度計劃初覽

2021-04-15 09:11 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


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

podcat, Oberkommando HOI4


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:

大家好哇,歡迎來到恢復了常規(guī)更新的開發(fā)日志(如果上周愚人節(jié)日志不作數(shù)的話)。我知道你們都超級賽艇,想知道自從為博斯普魯斯而戰(zhàn)BfB發(fā)布后我們都在做些什么。答案需要幾篇開發(fā)日志來說明,所以我想我會以一個時間線來開始給你們講:


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.
我們最近發(fā)布了1.10.4版本號來修復各種多人游戲的漏洞,但似乎有一個重要的情況在當時沒有被檢測到,所以我們正在開發(fā)1.10.5版本號來盡快解決這個問題。

Pdxcon is coming up in May so expect to hear some more details there.
Pdxcon將于5月舉辦,敬請期待更多細節(jié)。

The yearly anniversary is coming in June so expect some cool stuff and a patch.
周年慶將于六月舉辦,敬請期待更多酷炫玩意兒與一個新補丁。

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,我們將大部分時間花在1.11版本號“巴巴羅薩Barbarossa”更新以及將與之一起發(fā)布的擴展包上。這些內(nèi)容將是近期日志的主題,今天的內(nèi)容也包括在內(nèi)。


'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.

巴巴羅薩Barbarossa與未公布的DLC將聚焦于東線與鋼鐵雄心的核心——戰(zhàn)爭上面,尤其是陸戰(zhàn)。從歷史上看,東線無疑是二戰(zhàn)最重要的戰(zhàn)線。這是歷史上最大規(guī)模的對抗,也是希特勒的擴張第一次被終結(jié)與逆轉(zhuǎn)的地方,標志著軸心國的最終末日。


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.

我們有幾個方面想要改進。目前游戲里的天氣影響并不大,但歷史上它的威力相當可觀。后勤機制目前沒怎么玩家互動,大多只是在出現(xiàn)問題的時候你才需要解決的事情。最后,戰(zhàn)斗與步兵師的元數(shù)據(jù)已經(jīng)穩(wěn)定很久了(尤其是大型步兵師中)——有時我們希望可以改變它們。正如各位所想,這些都是從更深層次影響游戲的東西,所以需要花很多功夫才能做好。


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.

今天,我會給你們介紹一下補給方面的情況,但先說好:現(xiàn)在開發(fā)還處于早期階段,在我們完成前,內(nèi)容可能還會發(fā)生變化。在開發(fā)過程中我可能會花3篇以上的日志來涵蓋所有內(nèi)容,但如果能聽到大家對內(nèi)容整體的想法就更好了。


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.

舊系統(tǒng)是基于分散的補給區(qū)域運作的,這些區(qū)域的補給路徑通往玩家的首都,系統(tǒng)追蹤這個路徑上的瓶頸。簡單來說,這些瓶頸決定了玩家有多少部隊可以在沒有懲罰的情況下進入前線附近的區(qū)域。這些區(qū)域?qū)ν婕襾碚f并不直觀,需要你檢查多個地圖模式,看看你是否踩到了邊緣等等。其實我很喜歡瓶頸系統(tǒng),因為反饋通常是即時的,但其問題在于,隨著距離的增加,其規(guī)模比例成本并沒有多少變化,因此很難限制滾雪球。就像我說過的,這是個在你遇到問題前不會太在意的系統(tǒng),然而從歷史上看,后勤是策劃一場戰(zhàn)爭中的重要組成部分。這就導致我們把這個問題與另一個問題結(jié)合起來——在二戰(zhàn)中,移動到前線的方式往往是通過重要的鐵路進行移動,但在鋼鐵雄心4中并非如此。我們得出的結(jié)論是,應該嘗試制作一個專注于鐵路的補給系統(tǒng),并將卡車作為遠離鐵路時的一種基礎(chǔ)移動方式。



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 a way. 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)

在我們的新系統(tǒng)中,補給從首都(可用總量取決于總工業(yè)基礎(chǔ))通過鐵路流動,鐵路的水平起到了瓶頸的作用。要想運輸更多的物資,你需要更高等級的鐵路(如果是水上運輸,則需要更大的港口),所以鐵路在某種程度上是目前的瓶頸。根據(jù)運輸物資的多少,你需要一定數(shù)量的火車來讓鐵路發(fā)揮作用?;疖囀且环N新的裝備類型,我們將在未來的日志中深究(好吧,其實是幾種類型;P)。


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.

鐵路的一個重要設(shè)定,在于它是能被占領(lǐng)的。所以當你推進到敵方領(lǐng)土時,你要確保守住重要的鐵路,并奪取鐵路樞紐來支援你的部隊。這里有一個轉(zhuǎn)換時間,以模擬攻擊者通常需要維修或重新測算的情況。


后勤容量

火車:
需要:483
庫存:425
已滿足:87%

卡車:
需要:1006
緩沖:2135
庫存:0
已滿足:100%

運輸船:
需要:73
收到:73
庫存中:1064
已滿足:100%

Mapmodes are still quite WIP

這個地圖模式依然處于開發(fā)中


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.

河流在東線的運輸和補給上也極其重要,所以它們的工作原理基本上會像現(xiàn)在的基建鐵路一樣,且你需要控制它們的兩岸,利用它們向各地運送物資。



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...

補給來自于我們?nèi)缃穹Q之為“補給中心Supply Hubs”的地方,這些補給中心要么是城市,要么是海軍基地,要么是人工建造的鐵路沿線站點,這些站點必須連接到整個網(wǎng)絡(luò)中??胀堆a給的運作方式會有些不同,但我們將在未來與其他一些補給方式一起討論……


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.

補給從中心到步兵師的量取決于地形/天氣等。理想情況下,你需要擁有可用的卡車(也就是摩托化裝備)來增加你的補給量以及范圍??ㄜ嚭突疖嚨某杀疽约皳p耗和惡劣天氣的損失將是限制你后勤的因素。



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.

總的來說,這種改動打造了一個新系統(tǒng),這個系統(tǒng)需要玩家策略性地注重爭奪鐵路、精心準備大規(guī)模進攻,這個系統(tǒng)考驗和壓榨戰(zhàn)爭各方的后勤能力,并能強制玩家在惡劣的地形和天氣中推進時用心考量。其結(jié)果是模擬出一個更有趣、更有歷史感和沉浸感的東線,以及為世界其它地區(qū)提供了規(guī)劃入侵的新層面。


See you all next week for the next diary!

下周下篇開發(fā)日志見!



翻譯:月蝕

校對:zzztotoso 三等文官猹中堂


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鋼鐵雄心4開發(fā)日志 | 4/7 補給系統(tǒng)和本年度計劃初覽的評論 (共 條)

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