鋼鐵雄心4開發(fā)日志 | 9/1 模組相關內容

牧游社 牧有漢化翻譯
Developer Diary | Modding
Arheo, Game Director - Hearts of Iron
Greetings all,
大家吼啊
Today we have quite a number of items for the dev diary. We'll be covering some new additions to the career profile system, followed by some new tools coming for modders in the Avalanche update.
我們要在今天的開發(fā)日志里介紹不少東西。我們會介紹玩家資料界面的新增內容,然后是我們在“雪崩Avalanche”更新中給mod開發(fā)者們準備的新工具。
To begin with, I'll hand over to our designer on the career profile:
我們先把話筒交給生涯檔案Career Profile的設計師:
Hello!
大家好啊
Ingevar here with an update regarding new features coming to the Career Profile. Since the release of Career Profile earlier this year we've been working on the next iteration that will bring more stats, non-ironman achievements, and some profile customization.
我是Ingevar,今天由我來給大家?guī)砩臋n案的新內容。自從今年早些時候我們發(fā)布生涯檔案以來,我們一直在努力開發(fā)下一代版本,給大家?guī)砀嘟y(tǒng)計數(shù)據(jù)、無需鐵人模式的成就,以及更多的自定義特色內容。
Let's look at it in detail.
讓我們仔細看看吧。
Playthrough Overview
本局游戲概況
When BBA is released, every player will find the playthrough overview available in the ESC menu when playing the game.
在唯有浴血BBA發(fā)布之后,每個玩家都可以于游戲中隨時在暫停界面瀏覽本局游戲概況。

This familiar window will contain some numbers for your current playthrough, including new stats and awards.
這個大家都熟悉的界面會顯示你當前游戲的一些數(shù)據(jù),包括統(tǒng)計和獎項。
New Stats
新的統(tǒng)計數(shù)據(jù)
We are adding more stats to track combat efficiency like the amount of offensive and defensive battles, the ratio between them, or the ratio of battles versus encircled divisions. We want these stats to be a better depiction of each player's playstyle and will continue to add more, so if you have any suggestions, please tell us in the comments.
我們將會加入更多統(tǒng)計數(shù)據(jù)以跟蹤作戰(zhàn)效率,例如主動進攻和防御作戰(zhàn)的數(shù)量、兩者的比例,或者是戰(zhàn)斗數(shù)量和包圍敵方師的數(shù)量的比例。我們希望這些數(shù)據(jù)能更好顯示每名玩家的游戲風格。當然,我們也會繼續(xù)加入更多統(tǒng)計數(shù)據(jù),所以如果你有建議,請在評論區(qū)留言讓我們知道。

Stats for Modded Games
模組更改游戲的統(tǒng)計數(shù)據(jù)
Previously we gathered numbers only from the vanilla version of the game, but now we've added a separate set of data for games played with mods.
此前,我們只收集原版游戲的數(shù)據(jù),但我們給使用mod的游戲新增了一個單獨的數(shù)據(jù)集。
Both base game and modded games stats are working in single-player games, at least for now. We are looking into making MP counts as well, so stay tuned for future updates on that topic.
現(xiàn)在,原版游戲和使用mod的游戲數(shù)據(jù)都可以在單人游戲里顯示。我們正試圖把這個功能加入多人游戲中,所以請關注以后關于這個功能的更新吧。

Awards
獎項系統(tǒng)
Awards are medals and ribbons: new kinds of in-game achievement that don't require you to play in Ironman mode.
獎項系統(tǒng)由獎牌和綬帶構成:一種新的、無需鐵人模式的游戲內成就。

傘降:
讓指定數(shù)量的傘兵部隊執(zhí)行一次空降任務,每個傘兵部隊包含的最小傘兵營數(shù)量:5營。
銅牌:4支空降部隊(100點數(shù))
銀牌:8支空降部隊(200點數(shù))
金牌:12支空降部隊(500點數(shù))
完成時間:2022-07-18
Medals have three grades: bronze, silver, and gold. Each grade is harder to get than the previous one, with the aim that bronze is something you can get just by playing the game, while gold will require a dedicated effort and might not be achieved from the first try even by the most experienced players.
我們設置了三個等級的獎牌:銅牌,銀牌和金牌。每個等級都會比前一個等級更困難。我們的設計目標是你只要有手打游戲就能拿到銅牌,但金牌需要你下一定的功夫,最有經驗的玩家也有可能沒辦法一舉奪魁。
Ribbons have no grades, but the difficulty is there for most of them.
綬帶并沒有等級之分,但他們大多都挺有難度的。

Awards won't work with most mods, cause you can never predict what the mod changes and therefore if the award required any challenge at all.
獎項系統(tǒng)和大部分mod都不兼容,畢竟你沒辦法預測mod會改變什么游戲內容,所以也沒辦法知道打上mod后某個獎項還存不存在挑戰(zhàn)性。
At the same time, we know that mods are an essential part of the HoI experience, so together with the base feature, we're introducing support for modded awards.
同時,我們也知道m(xù)od是鋼鐵雄心游戲體驗里的重要一環(huán),所以除了基礎功能,我們馬上介紹對mod獎項系統(tǒng)的支持。
Any modder will be able to use all existing UIs for creating a list of unique awards that can be tracked, awarded in the game, and then displayed in the Career Profile.
所有mod開發(fā)者都將可以使用現(xiàn)有的UI來開發(fā)可被追蹤和在游戲中顯示的自定義獎項列表,這些自定義獎項也可以展示在生涯概況里。
Profile Customization
自定義檔案
Every grade of medal you get and every ribbon will also award you with some Career Points.
你獲得的每一級獎牌和每一條綬帶的同時也會獲得一些生涯點數(shù)獎勵。
Career Points are used to unlock Profile Pictures.
生涯點數(shù)可以被用來解鎖檔案頭像。

Some Pictures are unlocked after you get one or two medals, but others will be available only to players who dedicate a substantial amount of effort to getting lots of gold medals.
一些檔案頭像會在你獲得一兩塊獎牌后解鎖,但其它的頭像就只會獎勵給那些投入了大量精力去奪取金牌的玩家們。

Friends
好友
All this comes together in the last feature I'd like to show today.
我們來到了今天要介紹的最后一些內容。
We're adding a Friends list to the game. You'll be able to find it in the main menu when BBA is out.
我們會在游戲中新增好友系統(tǒng)。你將會在唯有浴血BBA發(fā)售后的版本中的開始界面找到這個選項。

Friends window will have all your friends from Steam or Xbox and?for now?will only be used as a shortcut to viewing each other's Career Profiles.
好友界面會顯示你在steam或Xbox上的好友,但目前也只能被當作瀏覽他們生涯檔案的捷徑。
By default, every profile in the game will be viewable by all your friends, but you can choose to make it private, this option will be available right in the Career Profile window.
游戲中每個玩家的生涯檔案都默認對好友開放,但你也可以把它設為私密。這個選項會出現(xiàn)在生涯檔案窗口里。
TL;DR
太長不看版
All these features will be released together with the avalanche update. So any player who has the base game will be able to access Playthrough Overview, Awards, set their Profile Pictures, or view the Friends list.
今天介紹的這些新內容會和“雪崩”更新一并推出。所以沒有買dlc的玩家也可以使用生涯檔案和獎項系統(tǒng),也可以設置他們的檔案頭像,或者瀏覽好友列表。
The story of Career Profile just starts here and we plan to add more awards, stats, and profile customization to the game based on the feedback we get from you.
生涯檔案的開發(fā)才剛剛開始,我們也計劃基于玩家的反饋加入更多獎項、統(tǒng)計數(shù)據(jù)和檔案的個性化。
Hope you like this when it's out.
希望發(fā)布后大家能喜歡這個功能。
Modding In-Game Achievements
模組修改游戲內成就
One of our new features for modders is a system to support custom achievements.
我們?yōu)槟=M制作者提供的新功能之一是一個支持自定義成就的系統(tǒng)。
The feature aims :
新功能的目標:
to allow mods to define their own achievements
使得模組可以定義他們自己的成就
to display them and their completion status in-game
在游戲內展示成就和他們的完成狀態(tài)
to save them when a player completes them so that they appear as achieved when starting a new game
玩家達成成就后保存以便他們在開啟新一局游戲時成就狀態(tài)顯示為已完成
Hard limitations :
硬性限制:
the achievements will not be displayed on steam (or other stores)
這些成就將不會顯示在Steam(或者其他平臺)上
no way to know the completion rate among players
無法知道這些成就在玩家中的完成度
We have joined forces with Red King and their career profile to present those achievements in the prettiest way. Also the new Ribbon system will allow modders to easily illustrate their achievement without any graphic skill ! Of course if you are a master of the 64x64p icon, you can emulate our classic achievement illustration.
我們和Red King聯(lián)合,用他們展示職業(yè)檔案的方式來用最漂亮的方法展示這些成就。順便,新的軍功綬帶Ribbon系統(tǒng)也可以讓模組制作者在沒有任何制圖技術的情況下輕松地說明他們的成就!當然了,如果沒人比你更懂64x64像素的圖片,你也可以用我們傳統(tǒng)的成就展示方式。

The Awards screen with mod achievements. Icons or ribbons, the choice is yours.模組成就的成就頁面。圖標或是綬帶,選擇權在你。

A sample of script to define achievements
這是一個定義成就的腳本的示例。
Behind the scenes, these achievements are earned and stored based on the game's modset. Modifying the modset should clear achievements, but if the modset remains constant, any achievements earned will be persistent to that combination of mods.
在游戲場景的背后,這些成就是根據(jù)游戲的modset來判斷達成和儲存的。修改modset將會清空這些成就,但是如果modset保持不變,則獲得的任何成就都將持續(xù)存在于該 mods 組合中。
Unit Medals and Units
部隊勛章和部隊
Arheo back now to go over some more details on the script accessibility for our new features.
我Arheo回來辣!現(xiàn)在來細說新功能的腳本可用性。
As mentioned briefly last week, unit medals are being added in BBA. These are fully scriptable, and take a similar form to regular database objects you'll be used to working with.
就跟上周提到的那樣,部隊勛章將在唯有浴血By Blode Alone中加入游戲。他們是完全可編程的,并且和大家非常熟悉的常規(guī)數(shù)據(jù)庫項目差不了太多。
Since the modifiers that can be applied via medals take a different path to regular modifiers, the list of possibilities is somewhat shorter than in other modifier scopes.
和傳統(tǒng)修正不一樣的是,有些修正是可以通過勛章來添加的,所以通過勛章添加的修正的可選修正種類的數(shù)量要比傳統(tǒng)修正要少一些。
We've added a list of options at the top of the medals file, though we're open to future suggestions if you find yourselves in need of something new:
我們在勛章文件的頂部添加了一個選項列表,不過如果你們發(fā)現(xiàn)自己需要新的東西,我們愿意接受建議:

You'll note that the leader modifier is unused in the vanilla game. This modifier will translate over to army generals if the leader is promoted, and exert effects on the entire army.
你會注意到,現(xiàn)在指揮官的修正在原版游戲中并未使用。如果指揮官受提拔,這些修正將轉變到陸軍將領上,并且對整個陸軍施加效果。
The one_time_effect field will run an effect in the unit scope, though you should be able to scope to a unit's owner and run effects on a country from this block.
one_time_effect字段將在其限定的范圍內施加效果,盡管你應該能夠將范圍限定到單位的所有者并從此塊對一個國家施加效果。
Working with units is, as previously mentioned, new to script in the avalanche update. For the time being, only army units are accessible through script, though this may be expanded upon in future updates. The following effects will be available to you:
正如先前所述,雪崩更新添加了針對單位的全新代碼。目前來說,只有陸軍單位能使用這些腳本,盡管在未來更新中,我們可能會擴大它們的適用范圍。你可以使用以下的效果代碼:
random_country_division
every_country_division
random_state_division
every_state_division
reseed_division_commander
destroy_unit
add_history_entry
change_division_template
add_unit_medal_to_latest_entry
#usually used in combination with add_history_entry, otherwise you may not guarantee a valid entry.
#通常與add_history_entry一同使用,否則無法保證能有有效條目
add_divisional_commander_xp
Combined with the following unit conditions:
配合以下單位狀態(tài)代碼:
any_country_division
any_state_division
division_has_majority_template
unit_strength
unit_organization
is_unit_template_reserves
division_has_battalion_in_template
Balance of Power
權力平衡
The Balance of Power feature is built in a way that makes it extremely flexible, and therefore probably very useful for modders. Any given country can only have one Balance of Power at any given time - but there's nothing stopping you from having several that you switch between as things evolve.
權力平衡功能的設計具有完全的靈活性,因此它可能對模組制作者非常有用。任意國家在一個給定的時間內只能同時實行一種權力平衡——但不妨礙你隨著事態(tài)發(fā)展,在多種平衡之間的切換。
The definition might seem a bit tricky at first, but that’s only because it is extremely flexible. It starts like this:
這種定義寫法在一開始可能有些難懂,這只是因為它從一開始極具靈活性。一開始時大概長這樣:

This example is from Ethiopia - you set the id of the Balance of Power, the starting position, and the two starting sides. The sides are defined further down, and you can replace them with other pre-defined sides using script. This means you can, instead of changing the entire Balance of Power, just replace one, or both, of the sides should you want to do that instead.
以埃塞俄比亞為例——你需要先設置權力平衡的序號,初始狀況和對立雙方。你可以進一步對對立雙方下定義。你可以通過腳本將它們替換為任意預先定義的對立方。這意味著,你可以在不修改整個權力平衡系統(tǒng)的情況下,僅僅通過替換一方或者是雙方來達成你的修改目的。
You also define a decision category as the Balance of Power category, meaning that you can script Balance of Power decisions the same way as you would script normal decisions. The will then appear in the Balance of Power UI. So basically anything you can do with decisions, you can do in the Balance of Power UI…
你也需要定義一系列權力平衡系統(tǒng)的決議。這意味著你編寫權力平衡的決議和你編寫一般決議的過程是一樣的。然后你的意志就會出現(xiàn)在權力平衡的界面里。所以基本上你能對決議系統(tǒng)做的,你也能對權力平衡的界面做。
Each side is further divided into ranges with a min and max value, and a set of modifiers that are active when you are in this range. Again, the ranges are customizable, so you can have basically as many or as few as you like (within reason).
該修正的每一段都在最小值和最大值之間劃分了區(qū)間,而當你處在區(qū)間時會激活不同等級的修正。再說一遍,區(qū)間范圍是可編輯的,所以你大致可以按你的意思(但要合理)設計大小多少。

As you can see from this example you can also run effects when the range becomes active or when the balance shifts away from it.
如你在范例中所見,你還可以在數(shù)值處于區(qū)間或者不處于區(qū)間時激活效果。
You can also set/change the graphics of the side as you like:
你還可以根據(jù)自己意愿來設定/改變每一側的圖形:

What else? Well you have triggers based on the Balance of Power, so you can lock Focuses, decisions, events, or whatever behind the Balance of Power being at a certain level. You can modify the balance either with one off values or with a ticking score. And you can of course remove it altogether.
還有別的嗎?其實你已經有了基于權力平衡的觸發(fā)條件,那么你可以基于權力平衡條的特定等級,來鎖定國策、決議、時間或者任何東西。你可以將權力平衡修改為一邊倒的數(shù)值或者累計的積分。你當然也可以將內容一并去掉。
In all I expect to see some wonderful applications of this in mods going forward.
不管怎么樣,我都希望看到接下來的mod中能出現(xiàn)一些非常棒的機制運用。
Peace Conferences
和平會議
Peace conference modding has now become somewhat simpler, as well as being more consistent with the rest of the game's scripting standards albeit at the cost of some rather verbose dotscoping chains.
和平會議的自定義在現(xiàn)在變得簡單些了,而且與游戲中其他的腳本規(guī)范一致,雖然代價是多出來了一些冗長的點范圍鏈。
Peace conferences now primarily work on a per-state basis, with the exception of ships and stacked bids (which due to technical limitations are not very accessible to script).
現(xiàn)在的和平會議主要是用在國家預設的基礎上,除了艦船與累積競標上的例外(因為技術限制,難以進行腳本編輯)。

Every turn, each state will be subject to two evaluations for the country from whose perspective you are playing or viewing. The first evaluation will define the bidding cost per action type for a state, and the second will define the ai desire to bid on said state. These two values do not correspond, but are affected by each other.
談判的每一輪中,你游玩或者觀察的國家會對每個地區(qū)進行兩輪評估。第一輪評估會決定該地區(qū)在每種行動中的競標花費,而第二輪則會決定AI對該地區(qū)的競標傾向。這兩個數(shù)值互相獨立,但是也會影響彼此。
In the entry above, this cost multiplier will be applied at point of bidding for a country that is either NOT puppeted, or is bidding for itself, to states which are their cores.
在上文的條目中,在競標的時候,不是傀儡或者正在競標的國家會將競標花費修正用于有自己核心的地區(qū)。
You can add categories here which will consolidate their values in the tooltip for that state during a peace conference. This cost multiplier will only work on bids of the 'take states' type, but multipliers can be made to affect any combination of bid types if treated as an array.
你可以為和談中的地區(qū)加入類似的條目類型,從而在工具欄中可以體現(xiàn)他們的數(shù)值。這個花費修正只作用于 “奪取地區(qū)” 類型的競標,但是其他修正可以用在一系列類型的競標上面。
A state can be subject to multiple cost reductions, which stack multiplicatively.
一個地區(qū)可以擁有多個可累積的花費減免修正。
The evaluation of AI desire works in a very similar way:
AI評估傾向的運作機制和這個很像:

Instead of affecting the cost, this affects the ai’s subsequent evaluation of the cost when deciding what to bid on. Here, the AI is subject to a -75% desire to liberate tags that belong to the is_unlikely_country_tag scripted trigger. In short, it means the AI will prefer not to release certain wacky, wonderful tags. AI desire can also be subject to multiple modifier entries, and these will also stack.
該效果并不影響花費,而是讓AI評估競標后的結果。在這里,AI在考慮解放擁有“is_unlikely_country_tag”觸發(fā)器的國家的時候,會受制于一個-75%傾向的修正。簡單來說,這意味著AI會傾向于不釋放某些奇奇怪怪的國家Tag。AI傾向也會被多個可累積的修正條目影響。
The AI evaluates costs with a bucketed per-type approach, rather than simply bidding on the best cost*desire entries. This goes some of the way towards reducing bordergore, and effectively takes a sample of the desire of bids of the same type and target - France for example, would consider all Puppet Switzerland bids to be of the same value to try and avoid leaving holes.
AI會快速根據(jù)談判類型來評估花費而非簡單地根據(jù)花費x傾向的最優(yōu)解條目來競標。這樣一來可以略微減少丑陋的版圖的出現(xiàn),而且AI能有效地抉擇同類型談判和同一個目標的競標傾向。舉個例子,法國會考慮將同樣的競標花費用于附庸瑞士全國,避免留下空洞。
Debugging Tools
調試工具
We've expanded the options in our imgui during By Blood Alone, and now this handy air region tool will be in your hands:
我們在設計唯有浴血By Blood Alone時給imgui擴充了調試內容,現(xiàn)在這個趁手的空域測試工具也可以交給你們用了。

You can access this with the console command imgui show air, followed by selecting an air region. This will give you up-to-date information on the details of the wings present in the area and their efficacy.
在選擇一塊空域后,你可以借此用控制臺調整imgui顯示的空戰(zhàn)情況。這會給你提供空域中戰(zhàn)機數(shù)量與作戰(zhàn)效率的即時信息。
And that's all for this week! Next week there will be a break in dev diaries, but tune in in two weeks for a round up on the technical situation and changes coming in the Avalanche update.
這周內容就這么多了!下周我們的開發(fā)者日志會放個假,但是兩周后會回來談談接下來的 “雪崩” 更新中的科技情況與改動。
翻譯:Raymond 人間面包 Strategemata
校對:zzztotoso 三等文官猹中堂
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