鋼鐵雄心4開發(fā)日志 | 10/13 軍官團(tuán)回顧與AI改進(jìn)

牧游社 牧有漢化翻譯
HoI4 Dev Diary - Officer Corps Recap & AI Improvements
Arheo, Game Director - Hearts of Iron
Hi all, and welcome back to today's developer diary!
大家吼哇,歡迎閱讀本篇開發(fā)日志!
It can be very easy to get super-focused on details when looking at individual systems or parts of features - something we often tend to do when writing developer diaries. Each week, we're going to give you an overview of a core system that we've so far introduced in parts, and will include all of the changes we’ve made to that system over the course of development, since we first looked at it.
我們在談及獨(dú)立機(jī)制或功能各部分的時(shí)候,很容易過于深入細(xì)節(jié)——我們寫日志時(shí)常會(huì)這樣。每周我們都會(huì)分段回顧已經(jīng)介紹過的核心機(jī)制,并借機(jī)展示一些開發(fā)過程中添加的改動(dòng)。
In addition to this, we'll also take a look at some changes coming to the AI in No Step Back, so if that's more your jam, feel free to skip to the end ;D
除此之外,我們還會(huì)介紹絕不后退NSB中的一些AI改動(dòng),如果更中意這部分內(nèi)容可以直接快進(jìn)到后半;D

We'll begin with an overview of the Officer Corps:
那咱搞起,先來看看軍官團(tuán):

This image represents a near-final take on what the office corps screen will look like.
該圖片展示了接近最終版本的軍官團(tuán)界面。
As you can see, the branch chiefs, theorist, and military high command have found their way to the officer corps screen, though for ease of access you may still view and appoint them in the country overview screen like before. This kind of change is the sort of thing that comes up during playtesting - while it made sense to collect similar things together, there was no good reason to change the player's flow expectations.
如你所見,各軍種首長、軍事理論家和最高統(tǒng)帥部都在軍官團(tuán)界面有了自己的位置,但為了操作方便,玩家還是能在國家概覽界面中進(jìn)行查看和任命。這也是游戲測試中常會(huì)出現(xiàn)的改動(dòng)——雖然把類似內(nèi)容集合起來很正常,但這并不是改變玩家預(yù)期流程的好理由。
The manner in which you'll appoint advisors has changed a bit. We decided during the officer corps development process, to make a bigger deal out of the advisor 'level' (specialist, expert, genius) that all non-theorist advisors possess. In addition to adding a flat command power allocation (reduction of max command power) which is reduced by high advisor ranks, political power costs are raised by having a higher rank advisor.
不過任命顧問的形式有了點(diǎn)變化。在軍官團(tuán)的開發(fā)過程中,我們決定對(duì)所有非理論家顧問的“級(jí)別”(大師、專家、天才)來一次大改。因指揮點(diǎn)數(shù)被高級(jí)顧問消耗,我們新增了指揮點(diǎn)數(shù)的配給(減少最大指揮點(diǎn)數(shù)),政治點(diǎn)數(shù)花費(fèi)也會(huì)隨著顧問等級(jí)提高。
Branch advisors now grant daily experience gain, meaning stacking your command cadre well is vitally important to the pre-war development of your military. To add to the choices, doctrines now cost experience rather than being something you spend a research line on:
不同軍種的顧問現(xiàn)在會(huì)獲得每日經(jīng)驗(yàn)值,也就是說妥善安排指揮官對(duì)戰(zhàn)前發(fā)展很重要。為了增加一些選擇,軍事學(xué)說現(xiàn)在會(huì)花費(fèi)經(jīng)驗(yàn)值,而不需要占用科研條線。

遲滯
學(xué)說花費(fèi):100.00
基于:
基礎(chǔ)花費(fèi):100
效果:
所有普通步兵及摩托化/機(jī)械化步兵:
組織度:+15
解鎖戰(zhàn)術(shù):遲滯
For owners of No Step Back, military branches also possess several specialization options in the form of Military Spirits, which are also unlocked with experience:
擁有絕不后退NSB的玩家,在軍事分支里還會(huì)有幾個(gè)以軍隊(duì)精神Military Spirits形式出現(xiàn)的特化選擇,而這些軍隊(duì)精神也會(huì)隨經(jīng)驗(yàn)增加而解鎖。

機(jī)動(dòng)作戰(zhàn)
陸軍師速度:+5.00%
協(xié)同:+5.0%
如果戰(zhàn)術(shù)合適,增加奇襲戰(zhàn)術(shù)概率:+100.00%
花費(fèi):75
文明得體的戰(zhàn)爭應(yīng)是棋局對(duì)弈,不是什么赤膊互毆。既然能規(guī)避敵人,又何必動(dòng)手呢?
該精神因我軍學(xué)說類別而可用。
We found during development that less was more when it came to creating a tightly balanced set of choices, and we've limited the number of options in each category to around six, with each category being strongly themed around Academy, Military Service, and Command.
在開發(fā)過程中,我們發(fā)現(xiàn)在創(chuàng)造一套環(huán)環(huán)相扣的平衡選擇中,以簡勝繁是最吼的。所以我們將每個(gè)類別的選項(xiàng)控制在6個(gè)左右,以軍校、兵役和指揮劃分其鮮明風(fēng)格。
To add slightly more nuance to choices here, we ensured that several options in each category would be made available based on situational factors - ideology, doctrine branch, and in rare cases, country choice, can all make new choices available.
為了給各選項(xiàng)添加些差異,我們確保每個(gè)類別的不同選項(xiàng)都會(huì)依情況因素而定——意識(shí)形態(tài)、學(xué)說分支,以及特定情況下的國家本身影響,都可以提供新的可用選項(xiàng)。
The most important part of cultivating a strong officer corps, is the ability to give your trusted commanders advisory roles. Commander traits earned in active combat can make your characters eligible for specific advisory roles:
要培養(yǎng)一個(gè)強(qiáng)大軍官團(tuán),最重要的就是讓能夠信任的指揮官擔(dān)當(dāng)顧問。在戰(zhàn)斗中獲得的指揮官特質(zhì)能讓角色擔(dān)任特定方向的顧問。

要塞克星
對(duì)要塞:進(jìn)攻:+15.0%
解鎖能力:攻城火炮
將會(huì)花費(fèi)10來分配這個(gè)特質(zhì)。
解鎖最高統(tǒng)帥部職責(zé):炮兵(大師)
在進(jìn)攻要塞時(shí),這位指揮官從不知恐懼為何物。
攻城火炮:特編攻城火炮將對(duì)要塞造成嚴(yán)重傷害,并在己方進(jìn)攻要塞時(shí)給予加成。
Characters promoted to advisory duties this way will continue to advance their advisory rank as their commander level increases - a highly experienced field commander will grow from specialist to genius over the course of their career.
以此提拔為顧問的角色,其顧問等級(jí)將隨著其指揮官等級(jí)提升——一個(gè)經(jīng)驗(yàn)豐富的戰(zhàn)地指揮官會(huì)在軍旅生涯中從大師成長為天才。
Lastly, we are introducing the preferred tactics weighting system. This allows you to set a national, field marshal, and commander-level preferred tactic, which will weight the chances of picking said tactic in a combat situation. While the national preferred tactic can be switched out for a cost, selecting a preferred tactic for your commanders and field marshals is something that remains a permanent choice, representing their adherence to a particular doctrinal theory.
最后,我們將加入偏好戰(zhàn)術(shù)權(quán)重系統(tǒng)。這允許玩家設(shè)置國家、元帥和將領(lǐng)層級(jí)的戰(zhàn)術(shù)偏好,從而提高在戰(zhàn)斗中選擇該戰(zhàn)術(shù)的權(quán)重。雖然國家偏好戰(zhàn)術(shù)可以花費(fèi)點(diǎn)數(shù)進(jìn)行替換,但將領(lǐng)和元帥的戰(zhàn)術(shù)偏好是永久的,即代表他們對(duì)特定學(xué)說理論的執(zhí)著。
Of course, a host of minor changes accompany the officer corps, including new alerts, better resource tooltips, and adding some of this information into intel ledgers for opponent countries.
當(dāng)然,隨著軍官團(tuán)還有一系列小改動(dòng),包括新的警報(bào)提示、更好的資源提示,以及一些添加到敵對(duì)國家情報(bào)界面的信息。

The AI
人工智障
And now, on to a topic that is sure not to evoke strong opinions from anybody here: the AI.
現(xiàn)在,我們要講一個(gè)肯定會(huì)引起大家強(qiáng)烈反響的話題:AI。
During the development of La Resistance, work was begun on adding additional tools through an imgui that allow modders and users to see various internal data. In NSB, a significant amount of time was spent adding to this tooling and providing support for future AI development, as well as laying the groundwork for easier iteration on AI behaviour and more.
在開發(fā)抵抗運(yùn)動(dòng)的時(shí)候,我們就開始用imgui(譯注:一種即時(shí)渲染UI)做一些額外的工具,來讓mod制作者和用戶看到各種各樣的內(nèi)部數(shù)據(jù)。在絕不后退No Step Back的開發(fā)中,有很大一部分時(shí)間投入用于整理這種工具,以及為日后AI開發(fā)提供支持,以及建立能簡化AI行為和更多內(nèi)容迭代的基礎(chǔ)工作。

One of our new in-game tools for assessing AI font priorities. These tools will be available for modders, who can continue to fine-tune AI for their own needs through the use of strategies and defines. Here, you can see that the AI has evaluated the topmost defense order as desiring a minimum of 7 divisions, an 'ideal' count of 8, and a maximum count of 50. Defense orders tend to fluctuate quite heavily in 'ideal' unit counts: they tend to be quite elastic to make up for units not needed elsewhere.
我們新的游戲內(nèi)工具之一,用于評(píng)估AI前線優(yōu)先級(jí)。Mod制作者將可以使用這些工具,從而根據(jù)他們自己的需要,通過使用戰(zhàn)略和定義來進(jìn)一步微調(diào)AI。這里,你可以看到AI評(píng)估了最上面的防御命令需要最少7個(gè)師,“理想情況”下需要8個(gè),以及最多需要50個(gè)。防御命令中的“理想情況”下的單位數(shù)量波動(dòng)很大,這是為了能一并處理其他地方不是必要的單位。
While much of the work done here was investment for the future, we've also made some pretty big changes to the way the AI evaluates where it commits its troops and more.
雖然這里的工作主要是為未來做準(zhǔn)備,我們也在AI評(píng)估該在哪里部署軍隊(duì)以及其他一些事情上做了很大的改動(dòng)。
While it can be hard to indicate objective improvements in terms of AI, there are several key areas we aimed to improve for this release:
雖然很難指出AI到底在哪里有了客觀改進(jìn),但我們打算在這次發(fā)布的版本中改進(jìn)這幾個(gè)關(guān)鍵方面:
Use of specialized divisions - the AI for assigning armor and special forces to appropriate fronts has received some improvement. The practical upshot of this means you ought to see fewer armor divisions assigned to inappropriate orders (garrisons, pure defensive lines etc), and mountaineers used in frontlines that have the right terrain types.
使用特化部隊(duì)?- 將裝甲師和特種部隊(duì)師分配至對(duì)應(yīng)前線的AI得到了一些改進(jìn)。實(shí)際上結(jié)果就是,會(huì)有更少的裝甲師被分配到并不恰當(dāng)?shù)拿钌希v防、純防御性戰(zhàn)線等),而山地師則會(huì)指派到有合適地形種類的前線上。

Did I mention the AI likes tanks?
我有提過AI很喜歡坦克來著嗎?
Unit weight distribution - combined with the new supply system, the AI evaluation of where to put units has been totally overhauled. In practical terms, this is likely to manifest as seeing the AI commit more troops to defend key areas (ports & coasts), care more about the active supply situation on frontlines, and provide something slightly resembling a defense in depth for their own core territory, even during active frontline pushes elsewhere.
單位權(quán)重分布?- 與新的補(bǔ)給系統(tǒng)相結(jié)合后,AI對(duì)于該將部隊(duì)派往何處的評(píng)估進(jìn)行了重制。實(shí)際表現(xiàn)會(huì)是AI將更多部隊(duì)用于防守關(guān)鍵區(qū)域(港口和海岸線),更在意前線的實(shí)時(shí)補(bǔ)給狀況,也會(huì)為其核心地區(qū)進(jìn)行略微像是縱深防御的行為,甚至是在其他地方推進(jìn)戰(zhàn)線的時(shí)候也會(huì)這樣做。

You can see that the AI considers supply carefully when assessing front unit distribution. There are certain circumstances in which the logical supply capacity of a front can be exceeded by the AI - notably when a defensive frontline is facing a numerically superior foe, or when the AI determines that it needs to win a war fast.
可以看到,AI在評(píng)估單位分派時(shí)會(huì)仔細(xì)考慮補(bǔ)給狀況。特定情況下,AI會(huì)略過合理的補(bǔ)給上限——尤其是在防線要面對(duì)有數(shù)量優(yōu)勢的敵人,或是AI決定需要快速贏得戰(zhàn)爭的時(shí)候。

Once Moscow has fallen, the supply situation can get pretty dire as you push east.
一旦莫斯科陷落,繼續(xù)向東推進(jìn)時(shí)補(bǔ)給狀況就會(huì)變得相當(dāng)糟糕。
Naval Invasions?- logic for AI naval invasions has seen significant improvement. You should be encountering larger, less frequent naval invasions overall. The Ai will try to take advantage of weak points in coastal defences, and generally be more keen to invade to support theaters. This got so scary we had to turn the new capabilities down several times (of course, these can be tuned back up).
海軍入侵?- AI海軍入侵的邏輯得到了顯著提升。整體來說海軍入侵規(guī)模會(huì)升上,但頻率會(huì)降低。AI會(huì)嘗試?yán)煤0斗烙系娜觞c(diǎn),整體上會(huì)更熱衷于為支援戰(zhàn)區(qū)而入侵。這搞的有點(diǎn)太嚇人了,以至于我們不得不把這個(gè)新能力往下調(diào)節(jié)了好幾次(當(dāng)然,也可以再調(diào)回去)。
Counters?- while it can be difficult to determine a 'right' time to switch templates or create a specialized template, we've improved logic for majors utilizing specialized divisions such as tank Destroyers in relevant circumstances. You should see the AI care a little more about what you throw at it.
反制戰(zhàn)略?- 雖然要確定更換編制或建立特化編制的“時(shí)機(jī)”會(huì)比較困難,但我們還是改進(jìn)了主要國家在相關(guān)情況下使用諸如坦克殲擊車這種特化部隊(duì)時(shí)的邏輯。玩家應(yīng)該會(huì)發(fā)現(xiàn)AI能稍稍理解你用的招數(shù)了。
Buffer Fronts?- Several AI strategies now involve the use of buffer fronts. These are specially defined area defense orders which will request a proportion of national divisions to man them. Where these differ from regular garrison orders, is that these fronts will 'loan' their unit distribution counts to nearby fronts or invasion orders.
緩沖前線?- 現(xiàn)在幾個(gè)AI策略中包括了緩沖前線的使用。這指的是一些特定區(qū)域的防御命令,會(huì)使全國一部分師駐扎在這里。不同于一般的駐扎命令,這些前線會(huì)將他們的單位分布數(shù)“借”給附近的前線或入侵命令。
For example, the heatmap below show the distribution of US troops several months prior to Overlord. The troops stationed in Alexandria and the UK are using buffer fronts, which will supply frontlines in europe, in order to avoid having to relocate troops from much further away. Here you can see the (somewhat anachronistic) defense of Greek territory being supplied by the buffer front in Alexandria, which is in turn supplied with divisions from the US mainland (arriving through the Mediterranean).
舉例來說,下邊這張熱成像顯示了霸王行動(dòng)數(shù)個(gè)月前美國部隊(duì)的分布。駐扎在亞歷山大和英國的部隊(duì)正在使用緩沖前線,而這些緩沖前線會(huì)為歐洲的前線進(jìn)行補(bǔ)員,以此避免從遠(yuǎn)得多的地方移動(dòng)部隊(duì)。你可以看到圖中(有點(diǎn)時(shí)間錯(cuò)置)的希臘地區(qū)防御正由亞歷山大的緩沖前線補(bǔ)員,而緩沖前線則由美國本土的部隊(duì)進(jìn)行補(bǔ)員(借道地中海)。

翻譯:月蝕 AntiAccess
校對(duì):zzztotoso 三等文官猹中堂
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