鋼鐵雄心4開發(fā)日志 | 5/5 戰(zhàn)斗與數(shù)值改動

牧游社 牧有漢化翻譯
HOI4 Dev Diary - Combat and Stats changes
podcat, Oberkommando HOI4
Hi everyone and welcome back to another dev diary! Today is about various changes that affect combat and units. With the Barbarossa update we want to shake up the meta a bit and also change a few stats and other aspects to make using the tank designer more interesting and rewarding.
大家吼哇,歡迎閱讀另一篇開發(fā)日志!今天的內(nèi)容為與戰(zhàn)斗和單位相關的各種改動。借著巴巴羅薩Barbarossa版本更新,我們打算改良元數(shù)據(jù),同時也對部分數(shù)值與其他方面進行調(diào)整,以便能讓坦克設計器用起來更有趣味和更有回報。

High Command bonus changes
總司令加成改動
For a long time now unit bonuses from high command have confused people. Most expect that they apply to battalions, when in fact they apply only if their target unit type was "the majority type", which was basically a weighted type count. They also could overlap, so infantry, mountaineers and artillery would apply to the same units letting you stack stuff in ways that was never intended and quite unintuitive.
長期以來,總司令的單位加成常常讓人感到迷惑。大多數(shù)人認為加成適用于營,但其實這種加成只適用于“主要類型”是目標單位類型的師上面,這個師的“主要類型”基本上是一個加權(quán)的類型計算。它們也可以重疊,所以對于步兵、山地步兵與炮兵的加成將適用于同一個師,其堆積效果的方式既非你本意,也難以察覺。

蓋伊·西蒙茲
炮兵攻擊:+15.0%
炮兵防御:+10.0%
This system has now changed, and divisions get bonuses based on their composition, this is a straight up ratio based on the number of non-support battalions of each type, so a 2x artillery 3x infantry division will be 40% artillery 60% infantry.
這個系統(tǒng)已經(jīng)進行了調(diào)整,陸軍師將根據(jù)其編制組成獲得加成,這是以每種非支援部隊的營直接計算的比例,所以由2個炮兵營和3個步兵營組成的師將會有40%的炮兵與60%的步兵。
Battalions are always classified as a single type for this (even though some are scripted with multiple types) based on this priority:
營級單位總是會被分類成單一類型,優(yōu)先級按以下順序(即使某些營在腳本中編寫為復數(shù)類型):
cavalry > armor > artillery > motorized > mechanized > infantry
騎兵 > 裝甲兵 > 炮兵 > 摩托化步兵 > 機械化步兵 > 步兵
The exceptions being rocket & special forces, which both act as an addition, so if the 3 infantry divisions in the example above were mountain units, then the division would also be 60% special forces and if the 2 artillery are nebelwerfers it'd also be 40% rocket
火箭炮與特種部隊是例外,兩者都算作額外要素。因此上面的例子中如果3個步兵營是山地部隊,那么該師構(gòu)成中的60%會是特種部隊;而如果2個炮兵營裝備的是噴煙者Nebelwerfer,則構(gòu)成中40%是火箭炮。
When counting the battalions of armies (ie when we have an actual unit and not only a division template), battalions that lack equipment will count as less, so a Light tank battalion with only half it's tanks will count as 0.5 battalions (and not count at all if without tanks). The total sum of the compositions will still end up 100% (unless every battalion is without equipment).
在計算軍隊的營數(shù)時(即一個實際單位而非編制模板時),缺乏裝備的營會減少數(shù)值,也就是說坦克裝備量僅有一半的輕型坦克營僅算作0.5個營(如果沒有坦克則完全不計算)。組成師的各類型部隊比例總和最后將仍是100%(除非每個營都沒有裝備)。

編制
裝甲部隊:57.1%
摩托化步兵:28.5%
步兵:14.2%
另外基于此獲得加成:
特種部隊:14.2%
--------------------------
師的編制將決定軍事顧問與總司令提供的何種加成會應用于部隊。
To make it easier to see this we now have an indicator in the division windows showing the breakdown.
為了讓它更直觀,我們在師級部隊界面添加了詳情提示,展示了師組成的詳細分解。

Combat Width
戰(zhàn)場寬度
As a part of our efforts to shake up the 40/20 width meta, we have made changes to the combat width of province terrain. Province widths now range from 75 to 96. Plains have a new base combat width of 90, while Mountains have a new combat width of 75. Most of these widths will not divide into each other easily, hopefully moving the ideal width away from multiples of 10.
作為對40/20寬度元數(shù)據(jù)調(diào)整的一部分,我們對省份地形的戰(zhàn)場寬度進行了修改。省份的新寬度現(xiàn)在從75到96不等,平原的基本戰(zhàn)場寬度是90,而山地的基本戰(zhàn)場寬度是75。其中絕大多數(shù)寬度都不會輕易相互輕易整除,希望能讓理想的作戰(zhàn)寬度不再是10的倍數(shù)。
Urban provinces are now the "widest" with a width of 96. But this does not mean they will be the easiest provinces to overwhelm. Mountains, marshes, and urban provinces now have reinforcement widths of ? of province width instead of ?. This should hopefully give these provinces a slight defensive buff, while allowing us to open up pushing power in the more open tiles.
城市地區(qū)現(xiàn)在是“最寬”的,寬度為96,但這不意味著它們將是最容易被攻克的地區(qū)。山地、沼澤和城市地區(qū)現(xiàn)在的增援寬度由原來的一半變?yōu)槿种?,這有望為這些地區(qū)提供輕微的防御性增強,同時允許我們在更開闊的地塊上推進。

戰(zhàn)場寬度
決定任意一方有多少部隊可以加入戰(zhàn)斗。一個師的戰(zhàn)斗寬度由其編制決定。通過從多線向同一個省份發(fā)起進攻你可以增加戰(zhàn)斗的寬度。
山地
戰(zhàn)場寬度:75
每個額外的進攻方向增加戰(zhàn)場寬度:+25
In conjunction with these changes, we have also been looking at reducing the overstacking penalty. We hope that this will alleviate some of the need to have divisions that are the perfect width for a given province. But at the same time, smaller countries should now be able to specialize their division width to suit their home terrain more appropriately.
結(jié)合這些變化,我們也一直試圖減少過度堆疊懲罰。我們希望這將減輕在特定地區(qū)對擁有完美寬度的師的需要。但與此同時,較小的國家現(xiàn)在應該能夠使他們的師寬度更適合本國的地形。
Breakdown (numbers not final etc etc)
詳細分解(數(shù)值非最終版blabla)
Plains
平原
Standard 90
基礎90
Reinforce 45
增援45
Desert
沙漠
Standard 90
基礎90
Reinforce 45
增援45
Forest
森林
Standard 84
基礎84
Reinforce 42
增援42
Jungle
叢林
Standard 84
基礎84
Reinforce 42
增援42
Hills
丘陵
Standard 80
基礎80
Reinforce 40
增援40
Marsh
沼澤
Standard 78
基礎78
Reinforce 26
增援26
Urban
城市
Standard 96
基礎96
Reinforce.32
增援32
Mountain
山地
Standard 75
基礎75
Reinforce 25
增援25
One of the major things that make larger divisions like 40 width armor hit disproportionally harder than smaller ones is also how targeting and damage works inside combat in relation to the enemies defense. Essentially the larger divisions make more efficient use of concentrated damage as it punches through defense. To solve this we are doing a few things. First of all we are weighting the targeting towards wider divisions being more likely targets and also when picking targets to try and match it to have wider divisions spread damage over smaller rather than always concentrating it. They will probably still hit harder, but combined with width changes and other downsides of larger divisions it should make it less clear cut.
導致40寬裝甲師這樣的大型師比小型師輸出高得離譜的主要原因之一,是戰(zhàn)斗中的目標選定和傷害分擔與敵方防御的關聯(lián)。本質(zhì)上來說,就是大型師在擊穿防御時能更有效地集中傷害。為了解決這個問題,我們做了這么幾件事。首先,我們將目標選定的權(quán)重提高,讓戰(zhàn)場寬度更高的師更有可能成為目標,并嘗試及引導將大型師的戰(zhàn)斗傷害在敵方的小型師中分攤,而不是總集中在一點。大型師的進攻效果可能還會很強,但結(jié)合戰(zhàn)場寬度改動和大型師帶來的其它不利影響,這一情況應該不再那么突兀。
However, this part isn't quite done yet though so I'll cover it again in more detail in one of the "bag of tricks" diaries in the future when i see how it pans out, but I figured it needed to be mentioned now. That said though, to wet your appetites here is a little tease from a debug mapmode in development...
但這一部分還沒有做完,所以我會等有了結(jié)果后在“魔術(shù)袋”類型的雜項日志中再行詳述,不過現(xiàn)在需要提一嘴這事兒。為了滿足各位,請看正在開發(fā)中的調(diào)試專用地圖模式的小預告……


Armor and Piercing
裝甲和穿甲
Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.
當前機制下,裝甲強于敵方穿甲能力或是己方可擊穿敵方裝甲,是個只能帶來固定加成的二進制互動。也就是說,裝甲厚度遠超敵方穿甲能力沒啥實際好處,而帶點穿甲深度但無法擊穿敵方裝甲也毫無意義,導致整個機制成了個二極管?,F(xiàn)今有了坦克設計器,我們想讓玩家覺得對升級的投入具有實際意義,因此準備把裝甲和穿甲改為更循序漸進的效果。
Armor > Piercing
裝甲 > 穿甲
Unit takes half damage (as it currently works)
單位受到一半傷害(和當前機制一樣)
Armor < Piercing and Amor > 0.75 * Piercing
[裝甲 < 穿甲] 以及 [裝甲 > 0.75×穿甲]
Take damage between half damage to normal damage by difference in value
根據(jù)差值受到介于一半到正常量之間的傷害
Armor < 0.75 * Piercing
裝甲 < 0.75×穿甲
The unit takes normal damage
單位正常受到傷害
Lets break this down with an example:
讓我們來看個示例:
A panzer division has an armor value of 52
一個坦克師擁有52點裝甲值
Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
坦克師遭到一個配備了一些反坦克炮的步兵師攻擊,步兵師的穿甲值是60
If this was the old system this armor would be worthless and not reduce damage at all
在舊機制下,此時裝甲因被擊穿而完全沒有意義,且沒有任何傷害減免。
Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage.
在新機制下,因兩方數(shù)值相近(在60-45之間),因此坦克師能獲得約25%的減傷。

Reliability
可靠性
For the tank designer it was important that reliability was more impactful if it was to be a good tradeoff with other aspects of design, so we needed to change it up (lest @CraniumMuppets 0% reliability tank monsters would take over the world). Now it will not just affect rate of loss in attrition but various other aspects:
在坦克設計器中,要讓可靠性值得與其他屬性進行取舍,那么保證可靠性變化的影響則尤為重要,所以它也得改(不然@CraniumMuppets那可靠性為0%的怪物會踏遍全世界)?,F(xiàn)在可靠性不僅影響損耗率,還會影響到其他方面:
Reliability affects losses from attrition like before
可靠性仍會影響耗損率
Reliability now affects org regain when moving, and also makes any weather related org effects more impactful when low
可靠性現(xiàn)在會影響部隊移動時的組織度恢復,同時可靠性過低也會讓天氣對組織度的影響更強。
Lower reliability scales up all impacts from weather so if facing extreme weather a unit with low reliability equipment will suffer more of those weather effects
可靠性更低的裝備受天氣影響也更嚴重,因此極端天氣對配置低可靠性裝備的單位影響更嚴重。
At the end of combat units with better reliability will be able to get back a certain amount of tanks etc to simulate that simple more reliable constructions would work better for battlefield repair and be less fragile when taking damage. So it's a bit like capturing enemy equipment in combat - but in reverse
在一場戰(zhàn)斗結(jié)束時,擁有較高可靠性的單位可以回收一些坦克或者其他裝備,以此模擬可靠的裝備制品能靠戰(zhàn)場修理恢復運作,同時在承受傷害時更為堅固的簡單原理。有點類似戰(zhàn)斗中繳獲敵方裝備,只是換了個方向。

組織度:24/40
最大組織度:
師編制:40
每小時恢復:+0.11
來自師編制:+0.26
基礎設施:+15%
可靠性:-32.30%
移動:-27.70%
- 可靠性:-33.90%
天氣:-9.40%
- 厚積雪:-4.80%
- 可靠性:-9.10%
----------------------
組織度代表了這個單位對戰(zhàn)斗準備充分程度和組織化程度。一支沒有組織度的部隊無法有效地戰(zhàn)斗或者移動。
Our goal is that this creates interesting tradeoffs when designing equipment and will make you have to consider if its worth switching a strategy focused on speed and firepower towards reliability when operating in bad weather and tough areas like the Russian winter or in northern africa or jungles.
我們的目標是,能以此在裝備設計上創(chuàng)造值得推敲的取舍,并讓玩家斟酌是否應該擱置專注于機動力與火力的策略,轉(zhuǎn)而提升裝備可靠性,以便應對氣候嚴峻的惡地,比如寒冬下的俄羅斯、北非以及叢林地區(qū)。
Oh, and I figured now might be a good time to point out that there will be a future diary on weather changes and other cool related stuff, so these changes aren't completely in isolation. But one step at a time
我尋思這會兒也是時候說一下,日后還會有關于天氣機制改動和其他內(nèi)容的日志,以便讓這些改動能關聯(lián)起來,不過咱還是先一步一個腳印踏實走下去。
But before we go, a few words about the studio...
臨走之前,還有點關于工作室的內(nèi)容……

Studio Gold
Gold工作室
Hello everyone, my name is Thomas, but perhaps better known as @Besuchov here
大家吼啊,我叫托馬斯,可能各位更熟悉@Besuchov這個名號。
As you saw here we have recently reorganized ourselves a little, moving from a big centralized Stockholm studio to splitting ourselves into Red, Green and Gold. This is mainly an internal org shift to make sure we keep our growing organization firmly focused around making good games. You shouldn't notice too many differences in the short term, we are still PDS making GSG on the Clausewitz engine, but it does mean that we can align each studio to the particular games. Since you will hear the studio names every once in a while, I just wanted to say who I am and what the studio is responsible for.
正如各位所見(見下文),我們近期稍微重組了一下,我們將集中化的斯德哥爾摩大工作室分成了三個工作室:Red、Green和Gold。這些主要是內(nèi)部的組織變動,以便保證我們逐漸擴大的隊伍能專心做好游戲。短期內(nèi)大家可能察覺不出變化,畢竟我們還是合稱Paradox Development Studio,用克勞塞維茨引擎開發(fā)大戰(zhàn)略游戲,但分組也確實意味著我們可以調(diào)派工作室負責特定游戲了??紤]到各位會時不時聽到這些工作室的名字,我正好能借機自我介紹一下,以及解釋這個工作室到底負責什么。
My role is Studio Manager, which means I'm accountable for the long term success of Studio Gold and working with things like management, staffing, and long term plans. Studio Gold has as its main focus Hearts of Iron (but we may or may not have some secret other stuff as well). Directly making the games though, that's still the job of Podcat and the team, but I intend to do my best to create an environment where we have the best chances to make great games together.
我的職位是工作室主管,我的工作是管理、調(diào)配人員以及長期規(guī)劃,等于是承擔Studio Gold遠期成就的人物。Studio Gold主要負責鋼鐵雄心(但是我們可能還有也可能沒有一些其他秘密項目)。但游戲制作還是Podcat和團隊成員們的工作,但我也竭盡所能創(chuàng)造一個良好的工作環(huán)境,盡力讓大家能齊心協(xié)力做好游戲。
For me this is coming full circle at Paradox. I started as a programmer in 2004 and one of my first tasks was to work on Hearts of Iron 2. Since then I've done various things including being lead programmer for Hearts of Iron 3 (and Victoria 2), Project Lead for EU4 and more recently Studio Manager for PDS. Next to EU, HOI is my favorite game and I'm delighted to be back in a place where I can focus on fewer games and where that game is Hearts of Iron. You will see more of me in the future even though I will mostly take a backseat to the team working on the game.
我個人已經(jīng)在P社待滿一輪了。2004年我作為程序員入職,首批任務就是鋼鐵雄心2的工作。此后我還干了不少事兒,包括擔任鋼鐵雄心3(和維多利亞2)的主編程、歐陸風云4的項目主管,近期成為了P社的工作室主管。除去歐陸風云,我最喜歡的游戲就是鋼鐵雄心了,我也很高興能重新回到這個位置,能夠?qū)W⒂谝恍┯螒颉ㄤ撹F雄心。雖然我主要在幕后協(xié)調(diào)團隊進行游戲開發(fā),但是日后我們會時常見面的。
That's all, see you all again next week for more dev diary goodness!
以上,大家下周見,敬請期待更多優(yōu)秀的開發(fā)日志!

Omake: Reorganization at PDS
額外內(nèi)容:PDS內(nèi)部的重組
Dnote, Product Manager
Hey everyone,
大家吼,
As we're gearing for PDXCON, I wanted to share with the community some (cool) changes that have been happening at PDS in the past year. As the studio is now 150+ developers strong, and each game team has its own challenges and plans to work with, we felt like we needed to better adapt to our new reality. We also wanted to find a way to stay focused and close to our games as PDS grows ever larger.
在我們?yōu)镻DXCON做準備的時候,我想與社區(qū)分享過去一年中PDS發(fā)生的一些(酷的)變化。由于工作室現(xiàn)在有150多名開發(fā)人員,每個游戲團隊都有自己的挑戰(zhàn)和工作計劃,我們覺得我們需要更好地適應我們的新現(xiàn)實。我們還希望能找到一種方法,在PDS日益壯大的過程中保持專注,始終貼近我們的游戲。
To make a long story short and simple: earlier this year, PDS has split into three distinct studios. Internally, we call them PDS Green, PDS Red, and PDS Gold. Each team is in charge of both maintaining existing game(s), and developing new games (unannounced for now, but at least one of them you'll discover more about at PDXCON this month!). Each also has its own Studio Manager and will grow its own team, with one common objective in mind: making the best strategy games in the world. We're one big family, and together we're still Paradox Development Studio. As of now, Green, Red & Gold are only internal names, but we know how interested you are in knowing what's going on behind the scenes, and some of us might refer to these names during PDXCON, so we wanted to share this with you before you hear the names and get confused as to what it's referring to.
長話短說:今年早些時候,PDS已經(jīng)分成了三個不同的工作室。在內(nèi)部,我們稱它們?yōu)镻DS Green、PDS Red和PDS Gold。每個團隊都負責維護現(xiàn)有的游戲,并開發(fā)新的游戲(新游戲目前尚未公布,但至少有一款游戲你會在本月的PDXCON上得到更多信息?。?。每個工作室都有自己的工作室主管,并將發(fā)展自己的團隊,但大家有一個共同的目標:制作世界上最好的戰(zhàn)略游戲。我們是一個大家庭,我們在一起仍然是Paradox Development Studio。截至目前,綠、紅、金只是內(nèi)部名稱,但我們知道你對了解幕后的情況很感興趣,我們中的一些人可能會在PDXCON期間提到這些名稱,所以我們想在你聽到這些名稱并對它指的是什么感到困惑之前與你分享這些。
PDS Green is in charge of the development of Stellaris. Rikard ?slund (Zoft), a veteran from the Stellaris team, has taken the lead as studio manager. PDS Green also works with the support of Paradox Arctic, our studio in Ume?.
PDS Green負責Stellaris的開發(fā)工作。Rikard ?slund(Zoft),一位來自Stellaris團隊的資深成員,作為工作室主管,已經(jīng)開始牽頭工作。PDS Green還在Paradox Arctic的支持下工作,Paradox Arctic是我們在于默奧的工作室。
PDS Red is in charge of the development of Crusader Kings III. They are also working closely with Paradox Thalassic in Malm?. The studio is led by Johanna Uddst?hl Friberg (JohannaUF), another veteran of Paradox who you might not know, but who has been Studio Manager for Arctic and has worked on the coordination between all Paradox studios previously.
PDS Red負責CK3的開發(fā)。他們還與位于馬爾默的Paradox Thalassic緊密合作。該工作室由Johanna Uddst?hl Friberg(JohannaUF)領導,她是Paradox的另一位老員工,你可能不知道她,但她曾是Paradox Arctic的工作室主管,之前曾負責Paradox所有工作室之間的協(xié)調(diào)工作。
PDS Gold is in charge of Hearts of Iron IV. The lead of this studio is Thomas Johansson (Besuchov), having been a part of the PDS journey from small to not so small studio and more recently working together with Johanna on studio organizational topics, he's been delighted to be back working closer to the games he loves.
PDS Gold負責HOI4的開發(fā)。這個工作室的負責人是Thomas Johansson(Besuchov),他曾經(jīng)歷了PDS從小小工作室到不那么小的工作室的歷程,最近又與Johanna一起研究工作室的組織議題,他很高興能回到他所喜愛的游戲附近工作。
You might have noticed that Imperator: Rome isn't assigned to any of the studios mentioned above. The reason for this is that on a regular basis we analyze the projects we have in development, where they are at, what they are trying to do and also what people and resources we have working on them. As part of this analysis we realized that there was a need to bring reinforcement for a couple of the projects at PDS, and given where Imperator was at in the run up to 2.0's launch, we decided that after the launch of the update we would move people from Imperator to these other projects. Right now we're working on plans to regrow the team for Imperator and continue development, but for the short term we needed to focus our efforts on these other projects.
你可能已經(jīng)注意,IR并沒有被指派給上述任何工作室。這么做的原因是,我們會定期分析我們手頭上正在開發(fā)的項目、項目的現(xiàn)狀、項目試圖要做什么,以及我們用于開發(fā)的人手與資源。作為這種分析的一部分,我們意識到其他開發(fā)工作室的幾個項目需要援手,當時IR正在準備發(fā)布2.0版本號更新,我們決定在更新發(fā)布后從IR開發(fā)組調(diào)動人手去其他項目組去。我們現(xiàn)在正在計劃為IR及其后續(xù)開發(fā)重組團隊,但是我們短期內(nèi)需要將自己的力量聚焦于其他項目中去。
I wanted to break the news now to manage everyone's expectations: don't expect much Imperator news at PDXCON, or any new content coming out in 2021. We'll of course get back to everyone with news about it as long as we have something to share!
我希望現(xiàn)在公布這則新聞來做好大家的期待管理:不要指望能在PDXCON或者2021年發(fā)布的新內(nèi)容中看到更多IR的消息與更新。當然,只要我們有可以分享的內(nèi)容,我們肯定會回到大家的視野中。
We'll see you during PDXCON for a first reveal of what we're working on, and of course, much more to be expected in the future.
我們將在PDXCON期間與你見面,首次披露我們正在進行的工作,當然也會帶來未來更多可以期待的內(nèi)容。
翻譯:月蝕 一只走地鵝
校對:zzztotoso 三等文官猹中堂
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