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@fa93hws 2017-06-14T03:20:07.000000Z 字数 10875 阅读 1707

[070617][HOI4 Diary]Bits & Bots

HOI4


Hi everyone, sorry for the late diary. It was a little crazy at the office today coming back from the long weekend... But all is well that ends well, so here we go with our last real diary before release (next week is full patchlog etc). We will be talking about new subject levels, achivements, music, assorted QoL features and AI Update #3.
大家好,不好意思今天的日志有点晚。我们长假过的太开心了,惯性偷懒,你懂得。不过现在已经没事了所以你们不用担心。这是我们DoD发售前的最后一个dlc了(下一周的是完整的patchlog)。今天这篇主要讲讲各种杂七杂八的东西。

Music (音乐)

Handing over this section to Andreas Waldetoft...
这部分就交给作曲家——Andreas Waldetoft来给大家解释把

Hi, my name is Andreas Waldetoft and I am the senior music composer here at Paradox.
大家好,我是Andreas Waldetoft,P社的一个资深作曲家。
We decided early on to make really aggressive war music and that it should be recorded with a live orchestra. What better orchestra to use for Death or Dishonor that focuses on eastern Europe then the Budapest Film Orchestra in Hungary.
我们之前就决定要给DoD做一些更加具有侵略风格的背景音乐,并且是通过真实的管弦乐队录制。我们最终选择了具有东欧风格的匈牙利的布达佩电影乐队。

Here is the orchestra after doing a particularly hard part in one of the tracks where I am shielded by bulletproof glass in case they were to throw an instrument at me:
这张图是在演奏完一个相当高难度的乐章之后拍摄的。我本人躲在防弹玻璃后面以防他们抄起乐器就向我轮过来。


I would like to share a music excerpt from one of the tracks so that you can have a sneak peek of what to expect from the music. The ending part of the track in 15/8 over to 7/8 time signature was one of the parts where I had to hide behind the glass btw.
我很愿意和你们分享一下其中一首歌的一部分,这样你们就大概了解新dlc的作曲风格了。音乐结尾中15/8到7/8就是那个让我不得不躲在防弹玻璃后面以防被乐队报复的部分了(就是之前说的演奏难度很高的那个)

Here is a part of a song to listen to while you read the rest:
原音乐上传youtube了,这里就上传下百度网盘方便大家了。

Axis Autonomy Levels(轴心国自治等级)

To follow up on the autonomy system from TFV we wanted to give fascist nations custom levels as well. These are a bit harder to break out from (since fascist nations tend to fight more this helps keeping them under control). The new levels all come with free equipment licenses from your master, which can be really powerful
为了能和共赴胜利中的同盟国的自治等级相对应,现在法西斯国家也会有自己相对应的自治等级了。不过对于法西斯国家,他们的小弟独立的难度更高了(毕竟法西斯国家更对附庸国的控制比较彻底)。新的针对法西斯国家的自治等级会给傀儡带来免费的强大的装备生产许可。

Satellite(卫星国)

Subject manpower requirement = 40% (傀儡国部队出40%人力)
Bonus trade for overlord = 40% (母国额外交易+40%)
Trade cost for master = -40% (母国交易成本-40%)
All autonomy gain = -30% (自治度获取-30%)
Free license production with overlord.

Reichsprotectorate (保护国)

Subject manpower requirement = 70%
Bonus trade for overlord = 60%
Trade cost for master = -60%
Civilian industry to overlord = 25% (25%民用工厂供母国使用)
All autonomy gain = -30%
Free license production with overlord.

Reichskommisariat(半殖民地)

Subject manpower requirement = 90%
Bonus trade for overlord = 100%
Trade cost for master = -90%
Civilian industry to overlord = 25%
Military industry to overlord = 65% (65%军用工厂供母国使用)
All autonomy gain = -30%
Free license production with overlord.

Achievements

Death or Dishonor comes with 10 new achievements. 2 for each new nations and 2 unrelated.
DoD会带来10个新的成就,每个有新国策的国家都有2个成就,另外2个就是题外话了。

The Balkan Powder Keg(巴尔干粉饼)


As Yugoslavia, start the Second World War (i.e. be part of either the Axis or the Allies and at war with the other faction in a war you started)
作为南斯拉夫玩家,把自己变成二战导火索(作为轴心/同盟国的一员,率先向对方宣战)

Huge Oslavia (完全体斯拉夫)


As Yugoslavia, occupy all your neighbouring countries (Austria, Hungary, Romania, Bulgaria, Albania, Italy and Greece)
作为南斯拉夫玩家,占领你的所有领国(奥地利,匈牙利,罗马尼亚,保加利亚,阿尔巴尼亚,意大利和希腊)

Miklos Horthy and the Habsburg Prince(霍尔地和哈布斯堡的王子)


As Hungary, restore Austria-Hungary
作为匈牙利玩家,恢复奥兄弟国

Better than the Szent Istvan(比肩Szent Istvan)


Have Miklos Horthy as a Naval commander and build a battleship
造一艘战列舰,并让霍尔地担任海军指挥官

Czechmate(不知道怎么翻译。。。)


As Czechoslovakia, occupy Canberra (Australia) while at war with the allies
作为捷克斯洛伐克玩家,在与盟军交战的时候占领澳大利亚首都堪培拉(这是什么梗?)

The Munich Disagreement(捷克斯洛伐克主导的慕尼黑协定)


As Czechoslovakia, occupy Munich while at war with Germany
作为捷克斯洛伐克,在与德国交战中占领慕尼黑

Neither Death nor Dishonor(不玉碎,不瓦全)


As Romania, end the game with all the states you started it with and control either Moscow or Berlin
作为罗马尼亚,不失一寸领土,并占领莫斯科或者柏林

Death or Dishonor or Cake (玉碎?瓦全?分羹?)


Own a slice of all your starting neighbors as Romania
作为罗马尼亚,占领你开局领国的至少一块领土

Lethal Straight(杀人的顺子)


Have a production license from at least 5 of the 7 major powers.
拥有7个主要国家中至少5个国家的生产许可证

En Svensk Tiger(虎式站立在恩斯文斯克上)


As Sweden, acquire a production license for a Tiger or Tiger II tank from Germany
作为玩家瑞典,从德国获取虎式或者虎2的生产许可证

AI Update #3 (AI更新3)

We figured the best way to do this was to lift stuff from the changelog directly and talk about it, so lets go!
懒得说什么了,直接从准备明天发布的changelog复制过来算了

Some AI plan and plan activation work:
部分AI的作战计划以及作战计划激活时:

  • Made AI not bother with fallback orders if the area they would be defending is tiny. Makes the AI better at pushing after landing a naval invasion.
  • 让AI在防守豆腐干大小的区域的时候忘记撤退命令。并且让AI在登录之后的进攻更加积极
  • Found and fixed some rare situational plan activation bugs.
  • 找到并且修正了一些在极端情况下的计划激活问题
  • Fixed to pretty nasty issues with plan activation that caused France to act dumber than usual and charge across the Maginot line again.
  • 修正了一些恼人的导致法国愚蠢的向玛奇诺防线增援的问题
  • AI now rebuilds attack plans if they are almost done and getting stuck.
  • AI会在快要达成目标或者受阻的时候修正他们的进攻计划
  • Tweaked what AI sees as an easy target and weak units for better front activation.
  • 调整了AI对战线突破口的把握
  • Overhauled AI plan activation and mode setting.
  • 对AI的计划以及模式进行大刀阔斧的修改
  • Fixed mistake in AI fortification evaluation for plan activation, and made them better at taking advantage of weaknesses in
  • 修正了AI对碉堡的错误估计。现在他们能更好的突破敌方的堡垒群了(???)

All in all, this would improve the AIs use of plans in most situations, both making them better at determining time for activation as well as replanning and when to even focus on attack. On a situation to situation basis, it may seem to have a small impact, but on a larger scale it is meant to make the AI feel more responsive and active.
总而言之,绝大多数情况下AI对计划的时机以及再计划的节点把握绘更加完美。尽管在小的方面上来讲并不是什么影响很大的改动,但是大体上讲,AI现在更加主动,更加对各种情况应对自如。

Some interesting use of the new role functionality:
还有一些有趣的更新是通过类来实现的

  • Soviet and Germany should now prioritize tank destroyer technology as they are facing enemies with increasing armor.
  • 苏联和德国会给坦歼科技更高的优先级,毕竟他们要玩坦克装甲厚度竞赛
  • Germany and Soviet are now able to field anti armor divisions
  • 德国和苏联现在会有派出反坦克师了
  • Added triggers for estimated max armor and piercing based on intel.
  • AI现在会通过现有的情报来估计对手的装甲和穿甲能力。
  • Added trigger for if AI has fielded divisions of a certain role for AI template scripting.
  • AI现在会判断是否派出部队去执行模板中的被制定的任务

Together with some new triggers, the AI can be made to respond to the enemy armor and piercing values in specific roles. Since the trigger for those two things are based on intel values, research encryption will matter, as keeping it higher will make the estimations worse. I hope modders find inspiration for even more interesting things with roles and designs being triggered by various things in the game state.
这些新的触发机制有一部分涉及到AI对对手装甲和穿甲能力的预估。而AI的情报能力则取决于他们的解密科技。提升你自己的加密科技也能理所当然的让AI做出一些错误的判断。我希望mod的作者能从中汲取灵感,在我们给的类的空间夏开发出更有意思的系统。

AI Research(研究):

  • Fixed case where AI could get stuck researching if only single techs ended up in its prio list and they were not possible to research
  • 修正了AI研究的bug——如果只有一个不能研究的科技在优先列表上,AI就懵了
  • Fixed an issue where AI would queue up
  • 修正了AI给研究排队的问题
  • Rebalance of a lot of AI picking weights for techs. For example Artillery and certain industry techs are now more important
  • 再平衡AI对各个科技的权衡。比如AI现在会更重视炮兵科技和工业科技。
  • Removed AI's special doctrine picking logic in favor of pure weights
  • 去掉了AI特殊的完全依赖于权重的学说选择逻辑
  • Tweaked many ai research weights to remove weird choices due to timing
  • 修改了许多AI研究的权重,这样AI就不会在正确的时间研究错误的科技了
  • Fixed a combination of issues (mostly due to weird timing special case that made AI queue up non-optimal techs then stick to them on savegame load
  • 修正了一系列的问题(主要都是因为奇怪的时间让AI排了很多不是最优的科技,并且在游戏载入的时候非常执着的研究他们)

There was a lot of research cases holding the AI back. Germany for example has a narrow window to get medium tanks ready for templates and production and if it queues up the wrong techs its pretty bad for it. We both tweaked ai selection weights as well as fixing a couple of tricky timing issues that meant that often it would end up picking worse techs in a long term strategy it thought was good a long time ago (so before it got ahead of tiem reduction focuses etc). This generally helped all AI nations, but a few like Germany and Soviets the most.
之前的版本中研究是在扯了AI的后腿。打比方说,德国需要尽早的研究出中型坦克并修改模板和投产。然而如果排了一些错误的科技导致延误了中坦的研究那对德国来说可就是一个不能再坏的消息了。因此我们修改了AI选择的权重以及修复了一系列的时间引发的问题。这样AI就不会去研究一些他们之前觉得非常值得研究,而现在可能不适合的科技了。这可能也会帮助到一些次要国家把,不过德国和苏联是受益最大的。

Ministers and Laws:(顾问和法律)

  • Minors will now do economic mobilization laws if justified against rather than wait for tension or declaration of war (to help china)
  • 现在次要国家在被造宣称的时候就会切经济动员法案而不是干巴巴的等着全球紧张度上升或者被宣战(来帮助中国抗日)
  • China now a bit more on the ball on manpower laws as they need to throw anything they can at the Japanese
  • 中国会更加主动的切人力法案,毕竟他们要倾尽全力来抗击侵略者
  • All nations will now be less spendy on admirals early on
  • 所有国家都不会在早期投政治点数来雇用将军了
  • Soviet AI will no longer burn all its PP on admirals and be unable to change laws
  • 苏联AI现在不会在雇用将军上花费PP结果无法切换法案了
  • Chinese AI will now consider naval ministers less interesting
  • 中国AI现在对海军顾问没什么兴趣了
  • Tweaked UK minister scoring to be more fitting and for better order
  • 修改了英国的顾问
  • Japan should now prefer industrial ministers a bit more
  • AI日本现在更加偏爱工业顾问了
  • Majors will now pick better economic laws even if not fascists earlier
  • 大国现在能更好的选择经济法案了。

When improving AI it tends to make conflicts turn out really differently (Japan vs China conflict ended in 1.5 years after we improved battleplanner AI). Before balancing these things from a historical standpoint we always want to make sure both sides are playing as good as possible, and there was a lot of cases where China would end up losing because it did not pick laws or ministers correctly. Thus we focused a bunch of attention there. This helped other nations a lot also and helped solve issues where the Soviets ended up burning their political power to spread out navies and such setting them back on laws and making them lose to Germany because of it.
在改进AI的时候我们总能发现一些违背常理的结果,比如改进过的AI让中日战争一年半就结束了。在动平衡性之前我们总是得先确保在AI方面完美无缺。结果我们发现中国往往就是输在了顾问和法案的选择上。进而我们对这方面有了更多的关注,这也就帮助我们发现了法案和顾问的选择在其他国家上也同样存在问题。比如苏联打不过德国也有这方面的原因。

We also did a whole bunch of balancing around the asian countries which you'll need to check full changelog for, but of note is that we added 79 new Aluminium that is accessible (through conquest, subjects or owned) and 32 steel. Japan in particular was really lacking some of its resources which also meshed badly with their historical number for those.
我们对东亚国家做了很多平衡性的改动,不过得下周三才能告诉你们具体的了。今天可以说的嘛,就是亚洲增加了79单位的铝产出以及32单位的钢产出。历史上日本资源太缺乏也是他们在二战中表现的如此狼狈的原因之一。

UI Updates(UI更新)

As part of Oak we have been updating some interfaces that we felt needed it. We talked about the war interface in an earlier diary and here is the trade interface:
作为Oak更新的一部分,我们认为有必要更新一下现在的界面。之前讲过战争部分了,现在就来讲讲贸易的UI改进把

Its much easier to see balance of resources now, and its possible to sort by convoys you'd need for those trades. Trade Influence is now in the export tooltip since it only really affects the export anyway and you seldom cared about it.
现在你们能更加简单的看到资源的进出口消耗了,并且还可以根据每个资源进口占用的运输船来进行排序。贸易影响力也被隐藏到了出口的下拉菜单里。毕竟他只是影响出口而已,我想你们也基本不在意他的。

Another super sweet thing is that you cannow double click on a division in the division list to select all of the same type (also works for airwings in the new airwing UI):
另一个让我们觉得很酷炫的改进是,你终于可以在集团军的师列表内双击一个师来选择所有这个类型的师拉!!!!!

So if I double-clicked on one of those divisions all get selected.
这就是我双击这个师带来的结果

We have also change rules for mapmodes, so they now only switch when going from major types (naval to air say). That means you can draw battleplans and control units in supply mapmode for example.
我们还改进了地图模式的规则。他们只会在有大变动的时候才会更改,比如从海军地图到空军地图。这样你现在就能在补给模式下划线了。

Next week on the 14th is release of Death or Dishonor and the 1.4 Oak Update. I'll have an early diary out with patchlog for you all to discuss. Pinky swear <3
下周的14号DoD就要发售了,1.4版本也会一起发布。我一定会在发售前发布所有的changelog的,跟你们勾小指哦~~~(原文)

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