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鋼鐵雄心4開發(fā)日志 | 8/9 師級指揮官與部隊(duì)勛章

2022-09-05 16:07 作者:牧有漢化  | 我要投稿

牧游社?牧有漢化翻譯


Heart of Iron 4 Developer Diary | Division Commanders & Unit Medals

Aveebee, Paradox staff


Greetings all!

大家吼哇!


Welcome back to today's feature dev diary on a series of interconnected subsystems being added to the game in By Blood Alone.

歡迎來到今天的專題開發(fā)日志,本篇將介紹在唯有浴血BBA中加入的一系列互相關(guān)聯(lián)的子系統(tǒng)。


One of the major points in my first roadmap dev diary was that I felt quite strongly about the inclusion of further?roleplay?and?immersive?elements in Hearts of Iron. What I'll be showing off today is intended to fulfill a small part of this bullet point.

我在首篇開發(fā)路線日志中提到的要點(diǎn)之一,就是我確信鋼鐵雄心需要加入進(jìn)一步的角色扮演和沉浸式體驗(yàn)元素。而我今天要展示的東西,就是為了實(shí)現(xiàn)這一要點(diǎn)的微小貢獻(xiàn)。


Those of you with keen memories will recall an early teaser I posted?here. Some of you guessed correctly, and in BBA, we’ve introduced a dynamic system for naming battleplans. For many major nations, battleplan names can be provided through a list of locations, resulting in a historical series of operation tags which will be applied when plans are created:

記性好的讀者應(yīng)該記得我在這里發(fā)布的早期預(yù)告。也有些讀者猜對了,在唯有浴血BBA中,我們加入了一個用來命名作戰(zhàn)計(jì)劃的動態(tài)系統(tǒng)。對于許多主要國家來說,作戰(zhàn)計(jì)劃名可以通過本地化列表來提供,從而產(chǎn)生一系列史實(shí)行動tag,而這些tag名將在計(jì)劃創(chuàng)建時生效。



Of course, the war does not always proceed historically, and battleplan names can also be generated from several component lists for instances where a historical variant cannot be found. These name lists are fully moddable, and can be unique to countries. In some cases (ie; Soviet Union) a different naming convention can be utilized to represent the somewhat uninventive approach to naming operations that was used in reality:

當(dāng)然,戰(zhàn)爭并非總是如史實(shí)發(fā)展,作戰(zhàn)計(jì)劃名在沒有史實(shí)上的變體的前提下,也可以從幾個組件列表中來生成。這些名稱表全部可以通過mod定制,且可以定為國家專屬。在某些情況下(如蘇聯(lián)),可以利用不同的命名慣例來取代現(xiàn)實(shí)中某些有點(diǎn)無聊的行動名。



Naturally, in the spirit of roleplaying, these operation names can be modified in-game, and you can replace the text with whatever operation name you desire. This will apply to any sub-orders derived from the initial drawn line:

當(dāng)然,出于角色扮演的考慮,游戲中可以修改這些行動名,你可以用任何你喜歡的行動名來取代這些文本。這適用于從最初劃線衍生出來的所有子命令。



If unset, naval landing and paradrop orders will have a unique pattern to remain unique.

如未設(shè)置,海軍登陸和空降命令會有專門的命名模式來保持獨(dú)特性。


This system however, goes further than a simple naming convention, and ties into another addition being made to BBA.

不過該系統(tǒng)會比簡單命名規(guī)則略微復(fù)雜一點(diǎn),并與唯有浴血BBA的另一個新增內(nèi)容相關(guān)聯(lián)。


Division Commanders

師級指揮官


In BBA, we're replacing the standard method of recruiting new generals out of thin air. Instead, every division will be created with a commanding officer upon game start, or when they are trained:

唯有浴血BBA中,我們將換下憑空招募新將領(lǐng)的標(biāo)準(zhǔn)方式;改為讓每個師在游戲開局或完成訓(xùn)練時創(chuàng)建一名師長。



Thee are predominantly generated from country-specific namelists, however in some cases we have set these individually for starting divisions. When a new unit is created, they will be provided a randomly generated character name and portrait. To accommodate the increased use of generic portraits for these, we'll be adding a large quantity of additional generic portraits for owners of BBA. The work involved in creating these is not insignificant, so for now we’ve limited ourselves in adding portraits to major nations only.

這些師長主要基于國家特定的名單來生成。但某些情況下,我們?yōu)橛螒蜷_局的步兵師設(shè)置了獨(dú)立的指揮員。在創(chuàng)建一個新單位時,他們將獲得一個隨機(jī)生成的角色名與肖像。為了適應(yīng)更頻繁使用這些通用肖像帶來的需求,我們將為唯有浴血BBA的擁有者增加大量的通用肖像。創(chuàng)建這些肖像的工作量不小,所以目前增加的肖像僅限于主要國家(譯注:其他的以后賣DLC.jpg)。


You'll be able to get an overview of all division commanders in your army within the officer corps screen:

你可以在軍官團(tuán)界面了解軍中所有師長的概況:



In an effort to avoid unnecessary micromanagement, we’ve made a few important decisions. Division commanders themselves will not directly confer bonuses upon the divisions they command, however the divisions they command will now earn and log a record of important actions they may perform during the natural course of a campaign:

為了避免非必要的微操,我們做了幾個重要的決定。師長自己不會為其所指揮的師提供加成,但他們指揮的部隊(duì)現(xiàn)在會獲得并記下一個記錄,顯示他們在參戰(zhàn)的正常過程中可能參加的重要行動。



Important actions such as taking a capital, securing a high-value victory point, and more, constitute actions for which a unit can be awarded a medal. It is expected that over the course of a campaign, many units will qualify for receiving medals, often several - the system is not driven by scarcity, as we do not intend for players to micromanage individual actions, rather to manage the macro-level step of choosing when and what to award their units.

占領(lǐng)首都或確保一個高價值勝利點(diǎn)等重要行動,會被視為某部隊(duì)值得授勛的行動。在戰(zhàn)役過程中,預(yù)計(jì)會有很多單位有資格獲得勛章,甚至是多個勛章——該系統(tǒng)并非以稀有性來驅(qū)動,因?yàn)槲覀儾幌胱屚婕椅⒉倜總€單位各自的行動,而是在宏觀層面上進(jìn)行管理,即自己選擇何時和為何來獎勵他們的單位。



As mentioned above, division commanders will not explicitly confer bonuses, however the medals awarded for action?will. Medals are intended to act as a pp sink for the mid-late game, as we find a lot of players tend to end up with a significant amount of this resource as decisions, advisors and focuses begin to dwindle.

正如前文提到的,師長不會直接給予加成,但為行動頒發(fā)的勛章則會給予加成。勛章旨在作為游戲中后期時的政治點(diǎn)數(shù)消耗處,因?yàn)槲覀儼l(fā)現(xiàn)當(dāng)玩家在可用的決議、顧問和國策開始減少時會擁有大量此類資源。


Units can receive multiple medals, however the cost for each will increase as more are granted to any given unit, and the effect of stacking specific medals will decrease per instance of the same effect

單位可用獲得多個勛章,但每個勛章的成本都會隨授予單位數(shù)量增加而增加,而且累次授予某勛章會減少每次授予的效果。


As you will note above, medals can be specific to countries, and we've included a series of generic medals based on alignment, as well as unique medal sets for each major country. A medal’s effects will only extend to the unit it belongs to.

正如大家已經(jīng)注意到的,勛章可以設(shè)為國家專屬,而且我們已經(jīng)加入了一系列基于意識形態(tài)傾向的通用勛章,以及每個主要國家的獨(dú)特勛章。勛章的效果只會作用于其所屬的單位。


A medal's name and description will in most cases be dynamic depending on what action it was awarded for, and extreme valor while on a specific named operation can also result in receiving a medal for that action.

勛章的名稱和描述在絕大多數(shù)情況下都是動態(tài)的,取決于它因什么行動而授予,而在特定行動中的極端英勇也會讓單位獲得該行動的勛章。


To further streamline the process of awarding medals, you can perform quick actions to do this through the officers entry in the corps screen:

為了進(jìn)一步簡化授勛過程,你可以通過軍官團(tuán)界面中的軍官條目來進(jìn)行快速操作:



As mentioned previously, we're removing the old method of recruiting generals by means of reaching into the void and plucking out a fully qualified officer. This means that your army generals will now be directly linked to your field of divisional officers, and their capability directly linked to their actions in the field.

正如前面提到的,我們將完全移除以前的將領(lǐng)招募方式,不再會有從虛空中拉一個合格的將軍出來這種事。這意味著你的陸軍將領(lǐng)現(xiàn)在和師長直接相關(guān),而他們的能力也直接取決于他們在戰(zhàn)場上的行動。


Divisional officers will store experience based on the experience gain of the unit they are commanding, as well as receiving a lump-sum when a medal is awarded. While active as a divisional officer, this experience will have no meaningful effect, however, when in need of a new army general, you can promote divisional commanders out of their divisional role and directly into their new role as a general.

師長會儲存指揮官經(jīng)驗(yàn),以其麾下部隊(duì)所得經(jīng)驗(yàn)為基礎(chǔ),并在獲得勛章嘉獎時獲得額外的固定數(shù)額。在仍擔(dān)任師長時,他們獲得的經(jīng)驗(yàn)沒有實(shí)際效果,但是如果你需要一名陸軍將領(lǐng),你可以將師長從師級指揮官直接提拔成將領(lǐng)。


Any medals awarded to the division will be retained by that division, however, the newly created general will keep a reference to their awarded medals as a means of remembering their accomplishments in the line of duty (albeit with no direct effect on their new army - although weve elected to support this behavior for modders should they wish):

頒發(fā)給師級部隊(duì)的勛章會由該師保留,不過新晉升的將領(lǐng)仍有其授勛記錄,作為前線功勛的回憶(雖然這對他們指揮的新軍隊(duì)來說并無直接效果,不過我們決定保留這個機(jī)制以便讓有意向的mod制作者整活)。



When a divisional officer is promoted this way, the experience they have earned during the course of their field command will be applied to their experience level as a general (up to a maximum cap). Promoting someone with field experience can prove a lot more valuable than hiring another pen-pusher, after all. If they have earned at least a?certain quantity?(as yet undecided) of field experience, they will also begin with a personality trait corresponding to the type of division they were commanding (armor officer, infantry officer, etc).

師長經(jīng)此形式晉升時,他們在前線指揮中所獲得的經(jīng)驗(yàn)就會加給其身為將領(lǐng)的經(jīng)驗(yàn)等級(這會有最大值限制)。提拔一個有戰(zhàn)地經(jīng)驗(yàn)的人可能比隨便抓個畫線推圖的家伙要好得多。畢竟他們要是能有“特定量”的戰(zhàn)地經(jīng)驗(yàn),也能在晉升后依據(jù)師的種類獲得一些個人特質(zhì)(裝甲軍官、步兵軍官等)。


Unit Cohesion

單位調(diào)度


You will also note that my roadmap included a wish to improve the battleplanner. While this is likely to be a slow, iterative process, BBA heralds the inclusion of a new frontline parameter intended for advanced users.

大家也注意到了,我在路線圖中表明希望改進(jìn)作戰(zhàn)AI。雖然說這是一個相當(dāng)漫長并且重復(fù)的過程,但是唯有浴血By Blood Alone將開始為進(jìn)階玩家?guī)硇碌那熬€參數(shù)。



The?Cohesion?parameter can be set on any root frontline order, and will affect how the unit controller places divisions across that frontline. The default setting of ‘Flexible Cohesion’ functions as you have grown to expect - all units will be evaluated for placement suitability and potentially relocated to fill perceived gaps in frontline cohesion.

調(diào)度Cohesion參數(shù)可以在編排任何前線指令后設(shè)置,這會影響單位控制如何將師級部隊(duì)布置在前線。作為默認(rèn)設(shè)置,“靈活調(diào)度Flexible Cohesion”正如大家所想:所有單位在經(jīng)評估后會盡量填滿戰(zhàn)線并且置于最優(yōu)位置。



Balanced Cohesion' will only successfully evaluate units that are within a defined distance from the target (distances are moddable). In practice, this results in less unit shuffling along frontlines, but should still ensure that frontlines respond to changes in size and shape.

“均衡調(diào)度”將只會對離目標(biāo)地點(diǎn)特定距離內(nèi)的單位進(jìn)行有效評估(距離可通過mod調(diào)整)。在實(shí)際情況下,這可以減少單位在整條戰(zhàn)線上來來往往的情況,而仍能保證前線可應(yīng)對其規(guī)模及形狀變化。



The final setting, 'Rigid Cohesion' is intended primarily for long defensive lines, and will only successfully evaluate unit positions that are within a very short distance from the target location. In practice this results in relocations only taking place to neighboring provinces, and can result in gaps being created in frontlines if left unattended. It is expected that this setting will be used by players who primarily rely on micromanagement of frontlines.

最后一項(xiàng),“嚴(yán)格調(diào)度”主要用于較長的防守線,并且只會評估距離目標(biāo)地點(diǎn)極近的單位。在實(shí)際操情況下,這會導(dǎo)致兵力調(diào)動只會在相鄰省份進(jìn)行,而且若不加注意則可能會造成前線空檔。預(yù)計(jì)該選項(xiàng)會由以前線微操為主的玩家選用。


The AI will make use of flexible and balanced cohesion settings depending on the ratio of divisions:frontline length, but will avoid the use of rigid cohesion.

AI將會依據(jù)前線的師數(shù)量與前線寬度比值來使用靈活和均衡兩種調(diào)度設(shè)置,不過AI會避免使用嚴(yán)格調(diào)度。


It is worth noting that units that are not placed directly on the frontline (having been left behind or recently added to an order instance) will not be subject to the same cohesion restrictions, and will make use of strategic relocation to find themselves a new place on the frontline. Additionally, the cohesion setting will be respected regardless of whether an order is being executed or not.

值得注意的是,未部署于前線的單位(比如行軍落后、或剛分配至該命令)將不會受到調(diào)度限制影響,并會使用戰(zhàn)略部署來找到前線最適合自己的位置。另外,不論命令是否正在執(zhí)行,調(diào)度設(shè)定都將會生效。


Modding

Mod開發(fā)


For those of you interested in modding, the addition of these subsystems also comes with some new tools regarding units. It is now possible to iterate over unit arrays in states and countries by condition, and apply a series of effects, including the awarding of medals, history entries, and other basic parameters such as affecting org, strength, and more. For performance reasons, units do not currently support storing or being stored as variables, though we will monitor the need for, and performance implications of doing this in future (I SEE YOU EaW).

喜歡在mod上搞個大新聞的朋友們,新添加的這些子系統(tǒng)也會附帶關(guān)于單位的新工具?,F(xiàn)在你可以根據(jù)條件遍歷地區(qū)和國家的單位序列,并且應(yīng)用一系列效果(effect),包括授勛、作戰(zhàn)經(jīng)歷,以及諸如影響組織度和強(qiáng)度的其它基本參數(shù)。出于性能原因,單位目前不支持保存或存為變量,不過在未來我們會隨時關(guān)注這方面的需求,以及滿足該需求性能開發(fā)(看你了,小馬)。


Predefined divisions can be set up with lists of historical commanders that they will draw from when their current commander if replaced, should you wish to opt for extreme historical fidelity.

預(yù)設(shè)師部隊(duì)可以設(shè)定一個史實(shí)指揮官列表,這樣其當(dāng)前指揮官調(diào)任后便能從這個列表中選取,方便某些極度追求歷史真實(shí)性的玩家。



The visual display ranks of divisional commanders correspond to their gained experience, and are fully customizable, though confer no gameplay effect.

師長的視覺效果與其所得經(jīng)驗(yàn)對應(yīng),并且完全可以自定義,不過并不提供實(shí)際效果。


Medals themselves can be added to the medal array based on arbitrary conditions, and support a variety of modifiers, not all of which are represented in our vanilla use-cases.

勛章本身是可以按主觀條件添加進(jìn)勛章列表的,并且支持一系列修正效果,我們原版游戲中的使用范例并未展示所有內(nèi)容。


Name combinations can also be split from various random lists, if you have a particular penchant for randomly generated names.

如果你對某些隨機(jī)命名有特殊癖好,也可以讓命名組合從不同的列表里分別選取組成。



That's all for now, tune in next week for a second look at how peace conferences are progressing!

今天的內(nèi)容就到這里啦,下周記得來看和平會議的開發(fā)進(jìn)展!



翻譯:月蝕 人間面包

校對:zzztotoso 三等文官猹中堂


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鋼鐵雄心4開發(fā)日志 | 8/9 師級指揮官與部隊(duì)勛章的評論 (共 條)

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