@fa93hws
2017-09-13T14:36:53.000000Z
字数 4226
阅读 1286
HOI4
Hi everyone and welcome back to regular dev diaries. This and upcoming diaries will be covering stuff happening in the 1.5 "Cornflakes" update as well as the unannounced expansion that will come out together with it. One of the main focuses of those can be summarized as "making players care more about armies, leaders and troops" (our DLCs tend to have 1-3 main focuses or missions). The first feature that touches on this, and the topic of today's dev diary is adding a military chain of command to the game.
嗨大家好,欢迎回到我们日常更新的开发日志中来。这次以及之后的日志都会围绕着1.5“玉米片”以及还没有公布的资料片。 总的来说,这次的主题是“让玩家更关心军队,将领以及师” (我们的DLC往往会1~3个主要的方向或是任务)。 第一个目标以及这次的开发日志会着眼于给游戏添加回指挥链系统。
After Hearts of Iron III, where something like organizing the soviet chain of command could take about an hour of the players time we decided that we wanted something that was a lot less effort to work with for HOI4. We basically settled on a flat level with field marshals with no restriction on commanded divisions, and generals with a limit on division count but with a different set of traits. Over time we felt that we lost a bit too much of the WW2 military flavor with this abstraction, so we started thinking about how to do it in a more interesting way.
在钢铁雄心3中,重组苏联的指挥链可能要花上一个小时的时间,因此我们在开发HOI4的时候决定一定要简化指挥链。最后成品上钢铁雄心4的指挥链非常扁平,没有指挥上限的元帅以及有指挥上限但是有另一套技能的上将。 之后我们感觉到这样过于简化的系统似乎少了不少二战军事游戏的味道。 这也就是我们构思怎么让指挥系统更加有趣的原因。
What we have done now for 1.5 is that field marshals are now leading an Army Group, which is a certain number of Armies (what we had before) led by Generals. There are then places in theaters as before. Theaters are like before just a geographical organizational tool for the player and don't have a commander or the like to keep them as flexible as possible. This means that we have a Theaters->Army Groups->Armies->Divisions structure now.
我们为1.5所做的是,元帅现在会指挥一个集团军群,每一个集团军群会有数个由上将指挥的集团军(就像我们之前有的一样)。 战区的功能将会保留,功能也与之前类似,唯一的区别是添加了一个根据地图画选的功能,为了保证灵活度,战区不需要指挥官。 也就是说,之后的指挥链系统会变成 战区-> 集团军群 -> 集团军 -> 师
While the Generals still come with a soft cap for how many divisions they can efficiently command, the field marshals will now have a number of armies they can efficiently command.
如同上将仍然有一个对师的指挥上限(可以超过,超过降低指挥效率)一样,元帅也会有一个类似的对集团军的指挥上限(可以超过,超过降低指挥效率)
I also want to make sure to point out that this is still very early on in development, so stuff is very likely to change, and some stuff aren't completely working as it should yet. So we are showing you this in progress rather than showing a completely finished feature, and as always any numbers you see are extremely subject to change ;) Also I very sneekily hid the topbar for now ;)
我要强调的是,现在还在开发的早期阶段,因此内容很有可能改变,一些改动现在也并不是都可以完美运行。 因此我们只是展现一下我们目前的进度,而不是说完成品就是这个样子。 所以你们在图中看到的任何数字都没有任何代表性,还有,我还偷偷的把工具栏藏起来了。
When it comes to controlling your troops the new system introduces some changes to the battle planner. You can either do a plan for each army in the army group, or have a central plan for the whole Army Group where each army has a part of the frontline assigned as its responsibility. You can also do a mix, in which case an Army will finish its plan and then fall back to executing the Army Group's plan. We are still iteration on this stuff though but I figured you all wanted to know how it would work in practice.
说到对自己部队的控制,新系统将会引入一些对战争计划的修改。你可以给集群中的每个集团军单独划进攻线,也可以给集群划一个进攻线后给其中的每个集团军划单独的前线。当然你也可以混合着来(意思大概是划进攻线和划前线是不冲突的,随便画)。 不过总体来讲,集团军会首先执行他自己的任务,完成之后再执行集团军群的任务。 当然啦我知道你们一定很想知道这在实际中是怎么操作的。
Something that does not really come across in the images is that we are working on ways to streamline the process for setting up fronts using the new army groups. This should make at least the basic cases feel smooth to set up, even with one more command level and more armies without a ton of extra clicking.
一些在图上看不到的,但是我们正在做的是我们想用新的集群功能来让前线的设置流水线化。 有了这个功能之后,至少对基本的场景来说设置前线都会非常容易。即使多了一层指挥级以及更多的集团军,点击的次数不会多很多。
The sharp eyed reader will also notice that we have removed the skill level for generals. This is now replaced with separate skills of different kinds. Attack, Defense, Planning and Logistics. Attack and Defense do what you expect while Planning improves planning speed and Logistics lowers supply consumption. Field marshal stats apply together with army general stats at a reduced capacity, so you will always want to have a chain of command for best efficiency.
眼尖的你肯定发现了我们移除了上将的等级。 这替换成了另外的不同种类的技能,比如进攻,防御,计划以及后勤。进攻和防御就如同字面意思一样。计划会增加计划速度而后勤会降低补给消耗。元帅的技能会打折之后与上将的技能共同作用在部队上。因此你一定希望设置成指挥链的状态来达到最佳的效率。
The chain of command feature is going to be part of the free update, although there is some cool DLC features that tie into it we will be revealing in later diaries. Also expect to read more details about the system itself like how things in combat are affected etc.
指挥链系统会在1.5更新中而不是收费DLC。不过DLC的内容中会有不少与指挥链系统息息相关,之后的日志会介绍这些。之后还会介绍这个系统的详细内容,比如指挥链会给战斗带来哪些改变
See you next week when we will be taking a look at national unity...
下周见啦,下周我们会来谈谈国家凝聚力