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[270917][开发日志]命名列表 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.zybuluo.com%2Ffa93hws%2Fnote%2F900492&urlrefer=2f185b3a00eab98738291aa3ba8fcd61 Comrade @podcat is at a conference in which he will be fed free sandwiches. Any rumors of a coup are Stellaris propaganda. While he's gone, I'll be writing today's devdiary instead. 我们的领导@podcat正在开会蹭免费三明治。这个会上传来的谣言说群星耀增加政变系统。由于他不在,这次就由我来写本次的开发日志。 For those of you who don't know me, I'm Pallidum. I've been at Paradox for almost five years and most recently joined the HOI4 team in October last year as a game designer. Being part of this team is very exciting for me as what got me into Grand Strategy Games in the first place was the very first Hearts of Iron. Since then I’ve logged several thousands of hours in the series. 我的名字是Pallidum,如果你还不认识我的话。我在P社工作快五年了,但是我是去年十月才加入钢4的团队中担任游戏设计师的。因为我是从钢铁雄心开始入门大战略游戏的,因此从事这份工作让我感到十分激动。自此之后我已经为这个游戏投入了几千个小时的时间了。 Enough about me though, let's talk about the topic of today's dev diary instead. Names! Or, rather the lack of them. 说完了我自己,我们来谈谈今天的开发日志吧,是有关部队命名的,或者说不要拜托无名部队的尴尬(Animated gifs are popular here, amrite?) A very subtle detail that I'm sure most of our fans have missed is that some of the division names in the game are occasionally not entirely historical. The initial OOBs at the start of the game are fine, but the astute observer might have noticed the occasional "23. Infantry Division Type 6" or two. 我很确定即便是我们游戏忠实的粉丝可能都没有注意到部队的历史命名有一些微妙的错误。游戏初期的作战序列还是正确的,但是观察力敏锐的玩家有时候会注意到某些部队的番号是"23. Infantry Division Type 6"或者2. To be blunt, we’re not entirely happy with the names that are being generated for new divisions. It doesn’t look very good and to to be honest, they can be a bit immersion breaking. It has been bugging us just as much as I’m sure it has been bugging many of you. 直截了当的说,我们对自动生成的命名不是很满意。这看起来并不怎么好而且老实说,沉浸感太差了。你们对这个问题有多不爽我们就对他有多不爽。 Fortunately, we're now getting around to doing something about it. 幸运的是,我们现在终于要去解决他了。 Division Namelists 部队命名列表Each of your division templates will be able to choose a namelist. The namelist contains names of historical divisions for your country. Any new divisions created from this template will use a name from this list instead of the generated names. You’ll be able to get names such as the US 8th Infantry Division “Pathfinder”, or the German Panzergrenadier Division Großdeutschland. 每个模板都可以选择一个命名的列表。这个命名列表是根据史实来的。每一个新训练出来的单位都会遵从命名列表的规则。这样你就会得到诸如美军第八步兵师 Pathfinder 或者德国装甲部队 Großdeutschland
[140917][开发日志] 指挥链 作业部落地址 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.zybuluo.com%2Ffa93hws%2Fnote%2F883852&urlrefer=09760d82e0c2942f03b3aecf7fea8eef 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。 这也就是我们勾丝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
[开发日志][060917]HoI4 Dev Diary from the Product Manager 作业部落地址 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.zybuluo.com%2Ffa93hws%2Fnote%2F872718&urlrefer=dec1058e30fc0a1938cafa501a791beb Hello everyone, 嗨大家好, For those of you following these Dev Diaries, you know that we are taking a short break from the regular diaries to talk about other things we do in order to bring a game your way (not to worry, next week podcat will be back with more juicy stuff on what we are working on). Last week KimchiViking, the Project Lead on HoI IV, described what our development process looks like. This week I will try to give you some insight from a publisher’s perspective, as I work as the Product Manager for HoI IV at Paradox Interactive. 对于那些追我们开发日志的人来说,你应该知道我们刚刚从休假中回归。这几次日志都会讲一些与开发内容无关的东西。(不过别担心,下周podcat就会带着更多的干货回来了)。上周我们的项目领导KimchiViking讲述了我们的工作流程。本周我会以发行的角度来谈谈我的看法,毕竟我是钢4的产品经理。 Many of you probably already have an inkling as to what a publisher does, but just to set the bottom-line straight, the publisher finances the development of a game and is in charge of the distribution and marketing of it! My role as a Product Manager is to make sure that we can deliver the best possible game to you guys whilst ensuring that the teams involved get the resources they need to do so. 你们之中很多人或许已经对发行的工作有一个大概的了解,但是还是说一下最基本的吧,发行商给开发组提供资金并掌管游戏的出货与市场营销。我的工作是产品经理,也就是确保我们能把最完美的游戏呈现给你们。同时确保游戏开发组能够得到他们想要的资源。 In the case of HoI IV, I work closely together with the Product Team, meaning the Game Director (podcat),the Project Lead (KimchiViking) and the Product Marketing Manager who coordinates all the activities dealing with the marketing & sales department. It is in this constellation we discuss what we need to do for upcoming months/year. The Game Director is the one who is responsible for coming up with ideas for the expansion(s), the PL works out when we can deliver these and the PMM is in charge of how we market the expansion in question. And I am responsible for the budget (profit/loss). 在钢铁雄心4的角度上讲就是说游戏监督(Podcat),项目头头(KimchiViKing)以及负责协调各种市场活动的营销经理和我会有比较密切的工作来往。就是在这个群体中我们一起讨论下一个月或者明年要做出些什么东西出来。游戏监督是负责想下一个扩展包要加入什么内容的工作,项目头头则是决定什么时候游戏需要交付。而营销团队负责我们如何去营销我们的扩展包。我则负责我们的预算。 Normally we work with yearly plans (even though we naturally also have a more long term vision of where we want to take the game). This means that around this time of year we start planning more concretely for what we want to do in the next 12-18 months. 通常来讲我们有一个年度计划(不过我们自然还有另外一个长期的目标)。 这也就是说现在这个时候我们已经预计好了之后12-18个月我们要做些什么 This is an iterative process where we look at: 这是一个迭代的过程,在这个过程中我们会着眼于 - the content we want to add to the game (i.e. what each expansion should be), - 我们想往游戏中添加的内容(即,每个扩展包应该是怎样的) - what development staff is required to do this (no of programmers, content designers, QA etc), - 我们需要哪些开发人员来做(程序员,内容设计师以及测试的数量) - the optimal timing of release and the cost of marketing to make you, the players, aware of the expansion (competing releases, campaigns such as the Paradox Weekend on Steam and various trade shows etc.), - 发售的最佳时间以及让玩家知道这个扩展包的广告花费。(花钱砸发行以及广告位,比如Steam上的Paradox Weekend等其他的类似活动) - and finally the business case for all of the above. - 以及以上所有的商业案例 (For a more detailed description how we work within the Product Teams around an expansion, I recommend my colleague Gruffa’s, PM for CK2, dev diary. We work in a similar way to them; http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fforum.paradoxplaza.com%2Fforum%2Findex.php%3Fthreads%2Fck2-dev-diary-59-publishing-ck2.1036690%2F&urlrefer=4528389decf840fff8006d7f19bfee43) 如果想知道关于我们是如何与产品团队合作的详细内容,可以参考我们CK2的项目经理的开发日志。我们的工作方式还是比较相似的。 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fforum.paradoxplaza.com%2Fforum%2Findex.php%3Fthreads%2Fck2-dev-diary-59-publishing-ck2.1036690%2F&urlrefer=4528389decf840fff8006d7f19bfee43 When all of this is done I look at the budget requirements and compare that to my initial estimates and goals. Hopefully those match, or else I have to revisit and change the plans or I need to request additional funds from management, be it that the developers need additional funds to add amazing new features to the expansion or that we would like to buy 30 seconds of airtime during Super Bowl. ☺ 当上述所讲的都完成之后我会看一眼预算的要求并将其与我的最初预计与目标做对比。他们能互相一致是最好的,如若不然的话,我则要么重审并改变我的计划了,要么去像管理团队索取更多的预算。能要到钱的话开发团队就能添加更多有意思的功能了,或者这笔钱也可能会去超级碗上打30秒的广告。 So, in a world of infinite money and time, I would say yes to most requests, but alas it is also for me to sometimes set tighter deadlines and/or budgets due to whatever constraints we may face. But normally we sit down and try to agree together on how to best proceed. 所以说,在一个有着无限时间与金钱的场景下,我会答应所有的请求。不过事实是我有时候会设置更紧的死线和预算,毕竟我们要面对很多限制。但是通常来讲我们都会坐下探讨得出最好的解决方案。The Product Team busy planning the next move for HoI IV 产品团队忙于计划钢4的下一步 A very concrete case for HoI where we have had to alter our plans was for the first expansions which has affected those of you who bought the Expansion Pass. Our initial plan was to include the first two expansions at a USD 50 value for USD 40. After the launch of HoI IV we realised after your feedback that certain aspects of the base game needed attention. We already had plans for these expansions, but we decided to scope Together for Victory and Death or Dishonor down and put more effort into the free updates and bug fixing. 一个这方面的例子是我们一开始对第一个扩展包的改变。这着实影响到了买季票的玩家。我们的初始计划是季票只包含2个DLC,售价40,2个DLC的售价为50。而在钢4项目启动之后我们看了你们的回复后意识到这个游戏一些基础的部分也需要我们花精力上去。因此就算我们对扩展包有了计划,我们也决定把《共赴胜利》与《玉碎瓦全》延后,把更多的时间投入到免费更新以及bug修复上。 We believe that we have made the base game a better experience thanks to these fixes but this has made the Expansion Pass holders confused as to what and when they will get their promised content. And rightly so. What I can say is that we are aware of the situation and are working on a solution. Our goal is to make the holders of the Expansion Pass feel it was worth the wait even though it is taking longer than initially planned. Stay tuned! 我们相信这些免费更新与bug修复会给游戏体验带来很大的提升,但是同时这也让那些买了季票的玩家比较失望,到底什么时候我们才能兑现季票的内容呢?我能说的就是我们对这个情况非常了解,我们也在想办法来解决这个问题。我们的目标是让拿着季票的人觉得比原计划更长的等待是有意义的。游戏一直在调整。 KimchiViking mentioned last week that I would mention how we decide our release dates/frequency. This is really down to two things: how long it will take to make the content for a particular expansion and secondly how much money we need to make in any given period of time. If we were to need 52 weeks to create an expansion with all the people that are involved, it would be pretty hard to recoup that cost. So it’s about finding a balance between the time we spend on making the expansion and how much we can charge for it. We want to have a dedicated team working on the game over the year to ensure continuity. We also want to support the game long term, just like we are doing with other titles like CK2 and EUIV. This means that we will have a certain amount of cost that we need to recoup. This will be done by releasing a certain number of expansions over a year. Meaning that with smaller expansions we normally need to have a more frequent release schedule and less so for larger expansions. With this logic Death or Dishonor should have come out sooner after Together for Victory. In this particular case we decided to put extra effort on bug squashing and other fixes during Q1 this year rather than releasing an expansion. Additionally having paid content allows us to work on the free stuff that we provide with all releases. KimchiViking在上周已经提过了我想提的关于我们如何决定发行日期与频率的问题。这取决于两点: 要花多少时间来做出一个扩展所需要的内容,以及这个扩展包要在一定时间内卖出多少份。如果我们要花整个项目组一年的时间去做一个DLC的话,那恐怕我们会很难收回成本。因此这也就是说我们要在扩展包的开发成本和售价上找到一个平衡点。我们还希望同时有一个能干的团队去处理其他游戏,比如CK2和EU4.这就是说扩展包必须能填补我们的开发成本。换而言之我们一年不得不发售好几个DLC。小的扩展包则意味着下一个扩展包会来的更快,而大的则相反。从这个逻辑上讲,《玉碎瓦全》本应在《共赴胜利》后不久就推出。但是事实上并没有这样,这是因为在这个特定的例子上我们决定把在第一季度额外的精力投入到bug的修复上而不是发行新的DLC。另外,有收费DLC也就让我们有资金来开发一些和DLC一起附赠的免费更新。 We also want to ensure that we reach as many as possible once we do release an expansion. Once we have decided on the expansions that we plan on releasing within the next 12-18 months, we need to look at when it is deemed best to make them available to the players. In the Product Team we decide on a release window (usually a couple of weeks) and then our marketing team gets back to us with a proper release date as we approach that “window”. This date is based on other competing releases and when we can have suitable campaigns on platforms such as Steam, Green Man Gaming etc. 我们还想确保在发行扩展包的时候能有尽可能多的内容。当我们给之后12-18个月计划扩展包的时候,我们也会计划一下最佳的发行时间。在产品团队中我们会计划一个发行时间窗口(大概有几周的跨度),之后营销团队会在这个时间窗口前告诉我们一个合适的发行日期。这个具体的发行日期是根据竞争对手的发行以及合适的平台比如steam,green man Gaming之类的来决定。 Once we have released an expansion we always look at the reception from you guys and the sales numbers to see if and what we need to address going forward. We value your comments and strive to make adjustments where it is feasible. We are thrilled and happy to see that so many of you keep on coming back to the game on a regular basis. This doesn’t mean that we are content and sated! Hopefully you will be pleased with the stuff that we have in the pipeline which podcat will start revealing next week in the next dev diary. 当一个扩展包发行之后,我们也会时刻关注着你们对它的建议以及销售量来决定我们以后要解决哪些问题。我们非常尊重你的建议并且也努力去实现你们提出的可行的建议。看到你们日常活跃在游戏中让我们倍感欣喜,但这并不意味着我们对现状满意了。但愿你们你们能对下周Podcat的日志中揭露的新内容感到满意。 Please continue giving us your feedback! I will stay around the thread to answer as many questions as I can. 希望你们能不断的给我们发来反馈,我会在关注这个帖子并时刻进我所能回答你们的问题。
[230817]HOI4 Dev Diary - 新DLC【玉米片】以及未来可能的改动 Hi everyone, this week I'm going to take some time and talk future plans with you all. 嗨大家好,这周我会花点时间来和你们讲讲未来的计划。 ## Right now (当前) With the "Oak" 1.4.2 patch out the door and the team back from vacation its time to start looking at the future. This week we started work on the next DLC which is going to be a full-sized expansion. A lot of people have been asking for more mechanics and larger changes, and this will be it. As normal the expansion will arrive together with a free update we've dubbed 1.5 "Cornflakes". 随着1.4.2"Oak"补丁的推出以及我们的团队从暑假中回归,我们是时候来展望一下未来了。 这周我们开始着手于一个新的DLC,这个DLC在个方面都会有所扩展。 很多玩家要求更多的机制以及更大的游戏更改,这些都会出现在下个DLC之中。跟以前一样,这个DLC会和一个免费的大更新一起发布。新版本(1.5)命名为玉米片(Cornflakes,取自德国的operation cornflakes) As for exactly what these will contain you will need to bear with us a bit. As I said with us getting started on it now we need some time to actually make and test stuff before we start showing it off to you. This will mean that the next two diaries (if all goes according to plan) are going to be covering other stuff while we get ready. My plan there is to get some guest writing in from people who can talk about the business and process side of the company and team. 你可能首先要“赞扬”一下我们的“勤劳”才能得知这个DLC的具体内容。就像我对我的员工说的一样,我们必然要先要做一些东西然后测试一下之后才能告诉你们。这也就是说,之后的至少两个日志(按照我们的计划)都不会涉及到这个DLC的具体内容。我的计划就是找些个能谈谈公司业务以及流程和团队的嘉宾过来写点东西糊弄你们。 ## The five year plan(五年计划) Not actually a five year plan, but I want to share with you some form of roadmap on what to expect in the future. Some of you may have seen me talk about some of this in my PdxCon talk earlier this year. 严格意义上不是五年计划,我只是想跟你们分享以下我们未来的路线图。你们之中有些来过PdxCon的人在今年早先时候应该已经听我说过了。 Just to be super clear, this is not any form of exhaustive or final list and unless we have already done it we can't promise anythings. Priorities change etc. The point of this is to give you an idea of things we would like to do. The order of things is also not in any kind of priority order, or order we would do them. 首先要澄清的是,没有任何形式的详细的列表。除非我们已经做好了,不然都是吹比。优先级总是在变化的。这个只是告诉你们一些我们想做的点子而已。这些点子的顺序也不代表他们的优先级,与我们实现它们的顺序也完全没有关联。 - Improve flavor and immersion with naming of things in the game. No more Infantry Division Type 1 etc. - 提升游戏中的命名系统,让它们更有带入感。再也不会有什么第1步兵师。 - More player control over naval warfare and fleet battle behaviour - 玩家在海军舰队决战中有更多的参与 - A Chain of Command system allowing field marshals to command generals - 指挥链系统,允许元帅给手下的将军下达命令 - A logistics system with more actual player involvement (now you only care once stuff has gone very badly) - 玩家参与度更高的后勤系统(现在只有后勤出现严重问题的时候你才会看一眼) - Improved naval combat interfaces with good transparency to underlying mechanics (give it the 1.4 air treatment) - 提升海军战斗界面中的信息透明度,来让玩家更容易理解海战的机制(就像1.4中的空军界面一样) - Improve balance, feedback and mechanics for submarine warfare - 优化潜艇作战的平衡性,反馈和机制。 - Long term goals and strategies to guide ai rather than random vs historical focus lists, visible to players - 通过长期的玩家可见的目标和战略来指引AI决策,而不是通过随机/历史的焦点 - Every starting nation has a custom portrait for historical leaders - 每个开局可选的国家都会有自己的历史将领的画像 - A way for players to take dynamic decisions, quickly. Somethign that fits between events and national focuses. - 一个新的,快速的玩家采取动态决策的方式。这个形式将会介于事件和国家焦点之间。 - Spies and espionage - 间谍和特务行动 - Changing National Unity to something that matters during most of the game rather than when you are losing only - 国家凝聚力会影响整局游戏,而不是只决定投降与否。 - Improving peace conferences - 优化分赃大会 - Update core national focus trees with alt-history paths and more options (Germany, Italy, USA, United Kingdom, Soviet, France, Japan) - 给核心国家的核心焦点添加假象历史路线以及更多的选项(德国,意大利,美国,英国,苏联,法国和日本) - Wunderwaffen projects - 奇迹武器 - Properly represent fuel in some way in the game - 游戏中燃料的用途会更加合理 - Add the ability to clean up your equipment stockpile from old stuff - 可以清理武器库中的旧式武器 - Rework how wars work with respect to merging etc as its a big source of problems - 重做战争合并的功能。很多时候这都是许多bug的来源 - More differences between sub-ideologies and government forms - 不同的次级意识形态和政府形式之间会有更多的区别 - More National Focus trees. (Among most interesting: China, South America, Scandinavia, Spain, Turkey, Iran, Greece) - 更多的国家焦点树(我们最优兴趣的: 中国,南美,挪威,瑞典,芬兰,西班牙,土耳其,伊朗和希腊) - An occupation system that isnt tied only to wars and where core vs non-core isn't so binary for access to things. - 占领区政策系统不会仅仅在战争中才可选了。对各种资源的获取也不会仅仅分为核心/非核心领土 - Make defensive warfare more fun - 让防御作战更加有趣 - Adding mechanics to limit the size of your standing army, particularly post-war etc - 增加限制常备军数量的机制,尤其是战后。 - Allow greater access to resources through improving infrastructure - 通过提升基础建设可以增加资源的获取 - Have doctrines more strongly affect division designing to get away from cookie cutter solutions and too ahistorical gamey setups - 让学说对编制的影响更大。这样就不会有万金油模板的解决方案,也不会有跟历史相差太远的游戏内容了。 You'll notice that some of these are small and some of them are huge. I can't really talk too much details about this stuff though. That is stuff we will do once/if it makes it to dev diaries with feature highlights and has been implemented. Oh yeah, and before someone goes "why isn't improving AI on this list" the answer is that its not really something you can ever check off as done. We'll keep working on that in parallel with other stuff as we have since release. 你必然察觉到这些改动大小不一。我现在实在是不能在这方面提及更多的细节。只有当我们实装该功能并写进开发日志的时候才会告诉你们。哦对了,以前有人问“为什么你们不把优化AI也写进去呢?”,我的回答就是对AI的优化并不是什么你能看出来的事情。我们在游戏发售后做各种修改,补丁的同时一直在持续优化AI。 There is no World War Wednesday stream today since the channel is all streaming from Gamescom today, but you can now check out last weeks episode on youtube to see me run the dev team as generals in a massive co-op. 本周没有周三世界大战直播活动,因为直播频道都在放游戏展。不过你们可以在youtube上看上一周的录像。录像中我们的开发团队在大型多人协作中扮演各种将军。
[开发日志][280617]见新人 cmd markdown 地址 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.zybuluo.com%2Ffa93hws%2Fnote%2F799468&urlrefer=c439fca95cad2e4c28082d24c07ee595 Hi everyone, we are still working on 1.4.1. The initial plan was to release it today, but we are currently chasing a multiplayer bug. Its looking likely for a release tomorrow though and an update on the beta version today. 大家好,1.4.1还在紧锣密鼓的筹备当中。原本是预计今天就能和大家见面的,可惜的是发布前我们又发现了一个联机的bug。因此1.4.1的正式版不出意外的话会在明天发布,beta测试玩家今天就能拿到更新。 So this diary will be a little brief as we focus on the patch work, and if you want to help test 1.4.1 you can find out how to here. 也因此这篇日志主要是稍微总结下目前的补丁工作。如果你想参与1.4.1的beta测试,请点击这里 Our game reports useful data to us, and I'd figured I'd share some of it with you as well. 我们的游戏统计数据经常绘反馈给我们一些有意思的信息,今天我会公布其中的一些。 Here is a list of the new countries in DoD and their relative popularity last week: 这是DoD新增国家的人气排名 1. Hungary(匈牙利) 2. Romania(罗马尼亚) 3. Yugoslavia(南斯拉夫) 4. Czechoslovakia(捷克斯洛伐克) its roughly how I expect it, but what sticks out is that Hungary is almost twice as popular as Romania. In fact right now the only nations more popular to play is Germany, Soviet, USA and Italy. I suspect part of this is because its new stuff (my check doesnt care if you own DoD or not btw) but clearly Austria-Hungary formation is a big draw. We'll keep our eyes on it and see how it develops long term :) 大致来讲还是符合我们的预期的,不过让我们有点意外的是匈牙利的人气是位居其后的罗马尼亚的大约两倍。更夸张的是就算总体排名,匈牙利也只是仅次于德国,苏联,美国和意大利。我们预期匈牙利人气会很高是因为不论你是否购入DoD与否,我们都给它做了相当多的更新;不过作为DoD包的内容,奥匈帝国的重建显然吸引了相当大一部分玩家的视线。我们会一直关注着这个点并着力把它向更长远的方向发展。 Another interesting data point is when people start. Seems only 4% of games are started on 1939 bookmark. This is something we have noticed across games in the company. People prefer the earliest start point with a large margin. This means that with its a pretty bad idea for us to focus on new start points over improving the popular option and that it probably would have been a good idea to skip the 1939 start for HOI4. I feel that its likely in hindsight that a '41 start could have been more popular 另一个有意思的数据是,不管是哪个版本,96%的玩家都会选择有更多选择余地的36年开局。这也说明了比起制作新的剧本,还是改进36年的剧本可能更好,有时候我们甚至会想,当初要是没做39年的剧本就好了!(虚拟语气,表示与过去事实相反)。我现在还是觉得如果我们做了41年的剧本的话,它说不定会更加热门! As a side note we broke both our daily active players count and monthly active record during the DoD release and it seems to be going srong, so thanks everyone for enjoying the game :) 顺便提一下,我们的每日活跃玩家数量和每月活跃玩家数量都因为DoD的发售而再创新高,并且上升的势头依旧让人欣慰。感谢你们享受我们发布的新DLC。 I also want to take the opportunity in this dev diary to present 3 people who just joined the team (art team had to give up lebensraum to fit the new ppl ;)). I'll let them introduce themselves 同时我还想借此机会在我们这次的开发日志里公布我们制作组又加入了三位新的工作人员,就让他们自己来介绍自己吧(可怜的美术组一个都分不到) Hi! I am @shultays , I am a new programmer at the team and I just joined Paradox a of couple weeks ago. I studied C.S. and then started working with embedded systems for a while (yuck) but I have been professionally developing games for the last couple years now. I am excited to work at Paradox and to work on such a complex game! I will be working mostly on the A.I., trying to make game more challenging and fun for you people. Get ready because soon you will be also fighting against me when you fight against the A.I.! Feel free to report anything or contact me so I can improve things around. 大家好,我叫@shultays, 作为一个程序员,我加入p社也就几周时间。我专业是计算机科学,之后在嵌入式系统行业工作了一段时间。不过前几年的时间我一直在涉足游戏开发领域,对此我是是相当的专业的。在p社,尤其是在钢4这个非常复杂的游戏上进行开发让我感到非常兴奋。 我的主要工作是做AI开发,目标是让人机对战给你们更多的挑战和乐趣。准备好了吗,以后你们对战AI就相当于是在和我pk了!如果有任何关于AI上的建议或者反馈都非常环阴私信我。 @JohanLerstrom here, I'm a senior programmer here at PDS and have worked on pretty much every game we have released since CK2. I even had a brief attempt at leading the CK2 team ( where you might have seen me in some streams ) but programming is my passion so I left the manager hat on the shelf and I've been moving between projects helping out for some time now. My very first contact with Paradox was playing Hearts of Iron 1 with my friends at a LAN party back in what feels like a million years ago so it feels fitting to be working on HoI4 now. My spare time is almost 100% Factorio these days, except an hour per week ofTwin Peaks. (Podcat's note: not quite true, we also spend some work lunches discussing Twin peaks) 大家好,我是@JohanLerstrom。作为一个p设资深码农,包括ck2及之后的所有的游戏都有我的参与。有段时间我甚至是ck2的开发主管。不过之后我还是发现我更喜欢深入基层亲自编写代码,因此才脱下了指挥帽。我一直在各个项目周转,做一个优秀的消防队员。最初与P设的缘分是在N年前与基友局域网联机HOI1,因此这次参与HOI4的开发也相当适合我。近期我的闲暇时间除了每周看看twin peaks之外全部都用来玩Factorio了。(@Podcat:也不尽然,之前午休的时候我们还是花了点时间讨论twin peaks的) Yo people! I'm @Bratyn , a bit of the 'wild card' content designer at PDS (been on quite a few projects in a short span of time). I'm excited to be on HOI4 again (had a brief stint on it helping out for DoD), and this time I'll be here for a lot longer, working on some more cool content for HOI4 that I think is goingto make the game even more fun to play. I'm Dutch, studied English and History in Norway (don't ask...), and wrote my Master's thesis on WWII while Paradox was developing HOI4. I love my strategy games, so you can imagine how excited I was to finally get to play HOI4 when it released, about a month after I had finished researching the period for nearly two years. Some interests of mine include history, sci-fi, astronomy (and science in general), and a nascent fascination with big WWII-era warships (WoWs!). Just gotta talk Podcat into adding more of the latter (and making them more fun to use) in HOI4... 嗨大家好,我是@Braty,样样通的内容设计师。短期内在P设轮换了不少游戏项目组。这次重回HOI4的开发组让我倍感激动(DoD的也有我的一小部分功劳)。这次我会在HOI4的制作组中多呆一会儿,设计出有意思的新花样。我是一个荷兰人,在挪威学习英语和历史(别问)。硕士的论文是关于第二次世界大战的,正好那个时候P社在开发HOI4。我非常喜欢大战略游戏,所以你们完全能想象到在研究完那两年的历史后的一个月能接触到这个游戏让我多么的兴奋。我的兴趣包括历史,科幻,天文(还有其他科学)以及二战时期的恢宏的战舰(战舰世界!)。我得好好跟@Podcat说说之后要加入更多海战元素(并且让海战更加有趣!) See you all next week for a final diary before summer vacation whisks us off for much needed rest and relaxation :) 那么下周的日志我们再见拉!下下周我们就夏休了,我们是该好好休息下了。。 (哈?人过来没两周就直接放假了??)
[070617][开发日志]Bits & Bobs! 原文链接: forum.paradoxplaza.com/forum/index.php?threads/hoi4-dev-diary-bits-bobs.1027774/ 为了更好的观看体验,请选择 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.zybuluo.com%2Ffa93hws%2Fnote%2F778615&urlrefer=0ad84798b7483f5525bd68c357bd2612 ——————————————————————————————————————— 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。 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fpan.baidu.com%2Fs%2F1pLK5hs3&urlrefer=c002b253aaf7aa9e8823a38d98710dab ## 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
[060617][钢4开发日志]HOI4 周年日志以及免费DLC 原帖地址: http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fforum.paradoxplaza.com%2Fforum%2Findex.php%3Fthreads%2Fhoi4-anniversary-diary-and-free-dlc.1027532%2F&urlrefer=6cef84fddfe18cbf70dd9dee1619b04c 为了更好的格式观看体验,以后应该都会放一份到作业部落 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fforum.paradoxplaza.com%2Fforum%2Findex.php%3Fthreads%2Fhoi4-anniversary-diary-and-free-dlc.1027532%2F&urlrefer=6cef84fddfe18cbf70dd9dee1619b04c ———————————————————————————————— Hi everyone! but wait?! this isn't Wednesday? Indeed its not, its the one year anniversary of the release of HOI4! 大家好,欸不对等等,今天又不是周三怎么会有日志呢。是的,今天的确不是周三,可是今天是钢4周年庆!To thank everyone who has been playing the game the last year we figured we wanted to give something out, even though Death or Dishonor is right around the corner. So once the build was done, and the team jumped on prep work for the next thing and 1.4.1, our awesome artist made you guys a bunch more non-historic portraits (fighting the good fight against clone army). As well as more custom division symbols to pick from. We also got a cool surprise when a member of the community contacted us about helping out with Polish troop voice overs (our resident team pole is on parental leave which was our original plan!). They sound super nice and its always cool to have members of community to come buy the office for stuff like this :) On release we also gave out the free DLC "United and Ready" that was focused on Poland to everyone, so we felt this was a fitting followup. 为了感谢各位玩家的鼎力支持,我们决定免费奉送一些新的内容,即便是DoD的DLC发售前夕! 1.4完成之后,开发组将会马上投身于1.4.1的开发当中。我们的美术组这次又创作出了许多历史架空的头像以及自定义的师图标。并且社区内的一位热心的玩家还给我们送上了一些波兰的部队语音(我们的常驻团队请(tou)假(lan),不然这活我们就自己干掉了)。这些语音听起来很带感,我们很欢迎我们的社区组员用这些东西来收买我们。因此一个侧重于波兰的免费的DLC团结一致(United and Ready)发布了。DLC should automatically show up under DLC>Content>Anniversary Pack (might need to restart steam). More info and details on the DLC page here. 这个DLC会自动的在DLC>Content>Anniversary Pack中出现(可能需要重启下steam),更多的信息可以参考 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fstore.steampowered.com%2Fapp%2F642010%2FHearts_of_Iron_IV_Anniversary_Pack%2F&urlrefer=3bc16e2dca4316750d385ce8565b389e First year in hindsight 事后的一年 Since we released HOI4 the game has has had 8 patches and 1 DLC. The second DLC (Death or Dishonor) is coming on Wednesday next week together with the 1.4 "Oak" Update. Some people may have been at PDXCon and seen my presentation, but I figure now might be a good time to to show some of that here too (the presentation also went over future plans, but thats a diary for later). 自从我们发布HOI4以来,已经经历了8个patch和1个dlc了。第二个dlc以及第九个patch也会在下周三与大家见面。那些参加了PDXCon的人可能已经看过我的ppt了,不过后来我觉得有些东西还是让所有人都知道比较好。(那个ppt还讲述了以后hoi4的发展方向,不过这个就留到以后的日志吧) First up playbase growth is really nice, we broke 500k earlier this year and it just keeps going up as you can see: 首先来讲,玩家基数增长的很快,今年年初我们就有超过五十万玩家了,并且还在不断的上升中。Playerbase is cool and all, but the numbers I care about the most is active players actually playing the game and HOI4 has a really solid community there: 有这么多的玩家基数我们当然很开心啦。不过更让我们关注的其实是活跃玩家的数量。事实证明我们的玩家也是对我们不离不弃。A "normal" game would just have that first spike and then head straight down, but our aim is to keep people playing with patches, dlc releases and mod support and grow amount of active players more and more over time (looking at graph we broke active player record several times since release numbers). 一个普通的游戏的人气往往都是高开低走,不过我们总是能把玩家通过大更新,dlc和对mod的开放留住相当长的一段时间。(看啊,我们的活跃玩家数量甚至在不断的上升) Speaking of mod support, mods have been a massive hit for Hearts of Iron IV. 60% of players use some kind of mod (although the most common stuff is things like colored buttons, or extra names for equipment), but what really makes me happy is how popular the big mods are: Millennium Dawn, The Great War, Kaiserreich and Road to '56 are all very popular and have daily playing numbers between 8-20%. 说到对mod的支持,mod已经快要变成hoi4的顶梁柱了。60%的玩家都用过mod(即便最常见的mod是给按钮上色,或者新增一些装备的名称),不过让我感到欣慰的是一些大型mod的人气同样高涨,比如千禧黎明,一战,Kr和Road to '56。差不多每天有8-20%的玩家都在玩这些mod。 Its also really interesting to see what nations people play the most and this is one of the things we use to decide what nations to focus on in the future (the other are how relevant they were for the war and if they have interesting positions/opportunities). Early on Italy was the king for a few days (tutorial nation), and after that Germany has taken over. Here are the current numbers: 我们对玩家玩哪些国家也很感兴趣,这被我们用来参考今后出的国家DLC的方向。(另外的一个因素是我们侧重于考查这些国家在二战中的参与度)。游戏早期的意大利玩家很多(毕竟是教学关),后来马上就被德国超越了。Overall a number that hasn't really changed much is majors vs minors. its gone from about 35% to 39%. We feel pretty comfortable with it there. (the DoD nations are not on the list since it was intended to be part of "Where are we going in the future" of the PDXCon presentation and numbers will change a lot with DLC release. They sit around Turkey level though, except Czechoslovakia obviously ;) ). 总的来说在开始就有国策的国家的人气比其余的国家高的多的多。差距差不多有35%到39%这么多吧。这让我们对我们的决策感到非常满意(DoD扩展包中的国家不在此列,毕竟这是我们今后的发展方向。并且当DLC发布之后我们认为这些数据肯定也会发生改变。毕竟他们的体量都跟土耳其差不多,除了捷克斯洛伐克)。 That is almost it from me today, but I figured I'd show a cool thing coming with the release next week: 这就是今天我想说的了,不过最后我还是要放个下周的卫星!Yup, the MXY7 Ohka,rocket powered human-guided anti-shipping kamikaze attack aircraft (phew) now gets custom art and works again with the new air interface (we broke it in 1.2 if I remember correctly so it wouldn't launch). 是的!MXY7樱花特攻机现在终于有了自己的图标啦!并且在新的空战界面中是可用的。 See you tomorrow again for a regular diary. That one is gonna be a bit of a mix (axis subject levels, AI & Balance, UI improvements etc) as we cover all the bits and pieces left before the final diary drops just before release with the full patchlog. 别忘了明天我们还会日常更行日志的,明天讨论的东西会相对杂一点(轴心国相关,AI和平衡性以及UI改进)。毕竟DLC发售前我们得把所有没讲的都讲完,当然还会有完整的patchlog.
玉碎瓦全更新日志 24/05/17 Hi everyone and welcome to another dev diary on Death or Dishonor and the 1.4 Oak Update. Today's country highlight is Yugoslavia! 大家好,欢迎收看本周的DoD以及1.4更新的开发日志。今天的主角是南斯拉夫。 When we envisioned Death or Dishonor, we wanted to put the player into a position where they had to make hard choices and decisions that they knew may come back to haunt them. Yugoslavia is in many ways made for that kind of gameplay. 当我们给DoD这个DLC立项的时候,我们最起初的设想就是想让玩家挣扎在艰难的决定上,做一些哪怕是饮鸠止渴的决定。而这种设计理念在以南斯拉夫为国家进行游戏的时候你们将会深有体会Historically, Yugoslavia attempted to remain neutral for as long as possible, despite heavy pressure from both the Axis and the Allies to declare for their side. When the government of Prince Paul finally decided to join the axis - attempting as much as they could to stay out of the war even then - the government was swiftly replaced by a coup. This caused Hitler to decide on an invasion, and the country collapsed in less than two weeks - with some areas openly welcoming the invaders as liberators. 历史上,南斯拉夫在整个二战中都企图在轴心和同盟国的巨大压力下尽一切可能保持中立。然而事与愿违,最后保罗亲王不得不在巨大的压力下选择像轴心国低头,来让战火远离自己的本土。最后的结果依旧是造化弄人,一场政变彻底瓦解了现有的政府组织,这也直接导致了其与希特勒兵戎相见,并最终半月亡国。政见的不同甚至让部分南斯拉夫人把侵略者当作解放者一样看待。 But we are in this to allow you to change that history. 不过,我们设计钢铁雄心这款游戏的初衷就是让你自己的去改变历史实现脑洞。The reasons for the collapse are many, from poor military preparations to discontent amongst the various ethnic groups, who believe that Yugoslavia is not so much a union of equals as it is a Greater Serbia with some attached territories. This situation is represented in game by a set of National Spirits, which lower national unity to just 30%, make political appointments and law changes more expensive, reduce factory output and make officer recruitment costly. 军事上如此不堪一击的原因有很多,有军事上的前期准备不足,也有多种族之间的矛盾。许多人并不把南斯拉夫内部多种族看成一个平等的多名族国家,毕竟他是一个以塞尔维亚为主并吸纳了一些周边领土的国家。在游戏中,这些因素会直接作为国家精神影响在你的国家凝聚力上。除了30%的凝聚力以外,政治点数的增加,以及法案切换的成本都会收到惩罚。不仅如此,工厂的产出以及军官的聘用也会对玩家跟家不利。 You have several avenues open to deal with these issues, which may even require you to give up some territory and allow some measure of self-government. Consequently, your decisions in other areas must take this into consideration - why build up territory that will not necessarily remain yours? 去除这个国家精神的解决方案可谓是条条大路通罗马,其中有些会让你不得不放弃一些领土并让其享有某种程度的自治。但是归根结底,留得青山在不怕没柴烧。与其GAME OVER不如卧薪尝胆。 Time is quite literally of the essence, as both Germany and Britain have a keen interest to see you join their faction, and they will be around from time to time to remind you of that fact. Declaring for one will, of course, get you into conflict with the other, and declaring too early might well see your government rather aggressively changed or the country descend into a civil war. 而对时间的把控毫无疑问是重中之重,毕竟德国和英国都想拉拢你,不断的对你示好。 当然答应其中任何一方的要求都会导致和另一方彻底撕破脸皮。 过早的做出决定就意味着你要么看着自己的政府被粗暴的林将军推翻(入轴),要么就看着你的国家陷入战火之中吧(入盟)。 To get to the focuses that allow you to join a faction, you must first solve the pressing issues of the country, which takes precious time. Considering that you will also want to rebuild your military, you will have to make tough choices. Some of the mutually exclusive branches have been deliberately designed to be short - the time saved being the major advantage. 为了能点到加入阵营的国策,你必须首先在有限的时间内解决更加紧迫的事情。考虑到你还得重建军队,有些弃车保帅,哪怕是饮鸠止渴的艰难决定也不得不去执行。一些互斥的分支被故意设计的很短,毕竟节约时间比什么都重要(节约你们的时间好偷懒么) With such huge problems to solve, we felt that it made less sense to give Yugoslavia many options to expand - that would require a capable military and a united population, both things the historical Yugoslavia famously lacked. However, you may find that a military solution to some problems might be preferable. Joining the Axis or the Allies will also give you the option to at least claim some reward. 由于国内的诸多内因,我们不觉得应该给南斯拉夫大规模扩张的机会;做酋长是需要过硬的军事实力和团结的民众的,而这两个正式南斯拉夫在历史上最欠缺的。 不过有些争端还是允许你用武力来解决的。 同时加入阵营也能让你在最后的胜利大会上分一杯羹。 Of course, you can also choose to join the world revolution and seclude yourself from the petty struggles of the destruction-bound imperialists. Unfortunately, your closest ally is on the other side of some rather aggressive neighbours, and while you can solve the main issues plaguing the country reasonably quickly, your military still leaves a lot to be desired. With enemies on all sides, you must choose...Death or Dishonor. 当然了,你也可以可以加入世界革命,把自己与帝国主义的疯狗划清界限(应该说是入共),然而不幸的是,你最近的盟友在一个对你虎视眈眈的国家的另一边。即使你能在短时间内解决内部问题,你的军事实力还是不堪一击,而周围的国家都对你横刀立马,你最终的选择也只有,玉碎或者瓦全了。 Of course also some neat portraits for new generals and leaders. Here is a sample: 作为补偿,我们给了南斯拉夫一些整齐的新将军,首脑的画像,比如下图。And 3d models: 也有3D兵模型And of course pretty air and tank trees: 以及出色的空军和坦克树Updated Strategic Areas 对空域的更新 In a kebab-fueled frenzy @Archangel85 stepped up and started splitting up strategic areas and adjusting them to make sense. The goal was to allow easier coverage, particularly in areas that saw heavy and prolonged fighting historically. A secondary goal was to make areas where naval landing are likely to occur easier to establish air superiority in when using carriers. Here is some highlights: 在我们的以kebab为动力的勤劳的@Archangel85的孜孜不倦的努力下,空域终于被分割成了更小的区域。为了能让分割出来的空域看起来不像是我们随手画的,空域的分割的时候考虑到了覆盖范围,尤其是那些历史上以飞机绞肉机出名的空域。除此之外这也方便了航母编队海军入侵时的制空权的获得,主要的分割如图所示。 hoi4_37.jpg hoi4_32.jpg hoi4_35.jpg hoi4_38.jpg hoi4_40.jpg hoi4_39.jpg hoi4_36.jpg hoi4_33.jpg hoi4_42.jpg hoi4_34.jpg hoi4_41.jpg Here is a full list of zones changed: 这是所有的区域变化(地名不翻译了,简单的英语也懒得改了,想你们也没兴趣看吧。。。) Split Northern Scandinavia into three zones (added Northern Norway and Northern Sweden) Baltic islands are now part of the Baltic airzone Adjusted the Balkans air regions to allow a better air war over Transylvania The Ireland air zone now covers the entire island Split northern African airzone in two (added North-West Africa covering roughly the area of the Torch landings) Sahara airzone now covers only the impassable area of Africa Split sub-saharan Africa into several zones (Central, South-East and South-West Africa) Split off Madagascar into its own airzone Made Egyptian zone smaller Split Middle East Airzone by splitting off Arabian Peninsula Added Pakistan air zone Expanded Himalayas Airzone to cover Tibet, connecting parts of the zone Rolled Easternmost Himalayas subzone into Eastern India Added Burma airzone Added Malaya airzone Split off Sumatra airzone from Sunda Islands airzone Split Australian Airzone into 4 (North, East, South and Central Australia) Added Korea airzone All Japanese home islands now actually part of Home Islands zone Created Qinghai airzone (split off from Central Asia zone) Shrunk Urals airzone Added Northern Andes Airzone, shrinking Amazonas air zone Added New England airzone (also covers parts of Eastern Canada) Added Midwest airzone Added Rocky Mountains Airzone We are still looking into how these changes affect balance and might make some more changes in the future (still not completely happy with Iberia and France). Hopefully, this will take care of the worst offenders. 当然分割的时候我们考虑了平衡性,未来我们可能也会继续分割空域,尤其是伊比利亚和法国。希望这能让战狂们满意。 Country Air Wing Naming Flavor 空军命名偏好 one small thing we did during the air revamp was to add the ability to name air wings. Originally, the game auto generated a name for each wing. We quickly realized that "1. German Heavy Fighter Wing" does not sound nearly as cool as "Zerstörergeschwader 1". So after a bit of whining from the content designers, @Havebeard added the ability to generate nation-specific names from a template. We have already added flavor names for all the majors, the TfV and the DoD countries, plus some more minors (Brazil, Iran, Turkey, Poland, Finland, China, Sweden). 对空战的补丁还有一个额外的菜单,就是飞机的命名。现在游戏会自动生成一些飞机的名字,但是他们太土了,什么第一德国重型战斗机大队,跟Zerstörergeschwader 1比起来完全没有逼格。所以在跟游戏内容设计师Havebeard一顿扯皮之后,我们新增了自动以每个国家自己的模板的形式给飞机明明的功能。主要国家,TfV和DoD更新国策的国家以及一些人气小国(巴西,伊朗,土耳其,波兰,芬兰,中国和瑞典)也会有自己的自带的明明模板 Modding info: 给modder看的,不翻译了,也不搬运了这里 Expanding this system to cover land divisions is on the list for A Future DLC (tm). 还有你们可以拿着钱等陆军命名模板.DLC吧 Thats all for today. Next week we will be having an AI update from @SteelVolt and go over Czechoslovakia. 这就是这次日志的全部了,下周我们会由SteelVolt来继续介绍一下AI的更新,并介绍下捷克斯洛伐克, Don't forget to tune in for World War Wednesday today at 16:00CET at 最后别忘了看我们的周三世界大战哦 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.twitch.tv%2Fparadoxinteractive&urlrefer=162001e6c42a63a72d466da6624035e5 as we will be starting a new campaign playing as Yugoslavia!
17/05/17 开发日志——空战更新 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fforum.paradoxplaza.com%2Fforum%2Findex.php%3Fthreads%2Fhoi4-dev-diary-air-improvements.1022579%2F&urlrefer=700e374822cb843e5b777e1a1e3d97f3 Hi everyone, time for this weeks Death or Dishonor and Oak Update dev diary. Today will be all about the improvements to the air warfare coming in the update. Some of you who were at PDXCON this weekend might have had a sneakpeek, but here are the details :) Speaking of PDXCON, I had a lot of fun meeting fans (but yikes my feet after 3 days), and look forward to next years! 大家好,这周依旧是DoD和Oak的更新日志。今天来讲讲下次更新的空战改进。周末来PDXCON的人可能已经知道了一点消息,不过今天我们可以放出更多的详细内容了。说到PDXCON,我面基了很多我们的粉丝,期待明年的聚会了。 Issues with the old system When we started looking at the air warfare part of the game we felt that there was two main flaws: Transparency and Control. The system only really showed you information over very long time with graphs so it was very hard to understand what was going on and what you could do to improve things. Control wise it was a lot of work to select, organize and move wings around, not to mention having to open lots of airbase windows everywhere. 旧的空战系统的问题 当我们审视原有的空战系统的时候,我们发现了两大问题:透明度和操作性。现在的系统只会给你一长段时间内的数据的图标,然而这让玩家很难理解到底如何去改进他们的决策。操作性方面来讲,有太多的东西要去点,去组织和调度空军了,更不用说有时候不得不把空军基地的窗口开的满屏幕都是。 So what did we do? Check out this screenshot, it shows most stuff we have at once: 那我们是如何改进的呢?下面这张截图就说明了一切First of all we decided to go with something we knew would work well, making airwings behave more like divisions. They are now on the map and you can move them between bases and assign missions in a similar way to divisions and it’s easy to give orders to many things at once. Secondly we made a new air combat interface that should be a lot more helpful and informative. Keep reading to check out all the details... 首先,我们先做了些肯定做不烂的东西,比如我们把空军的调度做的更像陆军的师一样。也就是说,飞机可以在地图上直接显示,这样玩家就能很简单的把空军从一个机场调度到另一个。不仅如此,对于空军的任务部署也会变得和陆军一样容易,一次性给一堆空军部署任务也成为了可能。其次,我们做了一个崭新的,更加详细的也更加有帮助空战统计界面。 Air Wing Interface 空战统计界面The air wing interface has been overhauled. The air base window is now gone. Instead, when clicking on an air base, the air wings will be listed on the left, like army divisions would if you selected ground units. We also added the ability to drag a selection box over several air bases to be able to give orders to all of them at the same time. 这就是空战界面经过大修的样子。空军基地的界面再也不会有了,取而代之的是,该基地的所有飞机会详细的列在左侧窗口,就好像选择陆军师一样。我们还让玩家可以拖拽一个选择框来选择多个空军基地,并对所有选择的飞机一起部署任务。 The list of air wings shows relevant information about the air wing, such as its strength, type and missions it’s currently flying. 在空军的列表中,也显示了他们更详细的信息,比如血量,种类和现在参与的任务。Relocating wings to a new airbase is easily done by just selecting them and right-clicking on a new airbase. We’ve added arrows to show that an air wing is relocating and its progress. 对于飞机的调度也变的更加容易了,只要选择飞机,再右键机场就可以了。我们还在地图上加了一个箭头,让你清晰的看的到调度的进度和方向。 Assign Air missions 部署空军任务 Above the list of air wings is the mission panel. To give an air wing a mission in the new system, click on the missions icons in the panel, and right click on the target air region on the map. 在表的上方是空军任务栏。现在部署空军任务的步骤是:选择飞机->在任务栏上点击任务按钮->右键目标空域。As before, wings will only fly missions that are suitable to them. This means that it’s possible to select both air superiority and bombing missions with a mix of air wings. The fighter wings will perform air superiority missions and the bomber wings will, unsurprisingly, provide bombing. This change should make it a lot easier to manage orders for several air wings at the same time and reduce the need to micromanage the air units. 与之前一样,空军只能执行适合他们的任务。也就是说,可以给战斗机和轰炸机一起部署"夺取空优+近地支援"任务。 这样战斗机会执行夺取空优,而轰炸机则会执行近地支援。这个改进让你更加容易的来管理多种飞机的任务部署。 Another thing you might have spotted in the first screenshot is that we now have special combat icons in air mapmode. These show by base color how it's going (sorry Germany) but also which side is getting air support, so a green plane with a + means they are getting help from the boys in the air.另一个你们可以在第一张截图上看到的改动是我们在空军地图上增加了一个新的战斗图标。图标的颜色表示空优的争夺和谁获得了近地支援。绿飞机和加号表示了他们获得了空中支援(并没有详细说哪个是空优,哪个是近地支援) Air Combat Window 空战窗口 As you may have noticed, selecting air wings does not automatically bring up the air region window. This is because we have changed this window into becoming the new air combat window. 如你所见,选择飞机现在不会自动跳出空域的界面了。这是因为我们把它整合进新的空战窗口了。The new combat window provides information on air combats in the past day, or from the last sortie. The top of the window shows the familiar information from the old air region window, but the bottom shows the new air combat overview. 现在的空战窗口将会显示从几天前,或者上次出击之后的信息。上方是你们很熟悉的旧版画面,下面的部分是我们新加的描述空战的大致走向的界面。 The overview is divided into air superiority missions, where fighters battle against enemy fighters, at the top and in the bottom half we show you bombing missions and intercepts. This information can be filtered by mission type, and toggled between our missions and enemy missions. 这个界面分成了两部分,上半部分描述了制空权的争夺,下半部分则指出了轰炸和截击任务。这个界面还可以以任务形式来分类,还可以选择只看我方任务或者对方的。 In the top part you might recognize two new icons. Those are for Air Detection. It's such an important value that we felt it best to move from tooltips and show that instead of radar (which is just one of the factors affecting detection). We’ve been rebalancing a bunch of that stuff too, but don't look too closely on numbers as its in progress. 在界面的最上方还多了两个新的图标,表示了空军侦察能力。这个数值非常重要,这也就是为什么我们把他单独拿出来做成图标并替换掉雷达的原因。同样我们还做了些平衡性的调整,不过具体数字我们还不能公布,毕竟还在讨论中。 You may also notice that we’ve added some other useful information. A very important stat is the disruption. This refers to air missions that have been forced to divert back to base, for example due to taking damage from intercepting fighters. 可能你还发现了我们还额外增加了许多信息。一个重要的数值是干扰度,它表示了受损回机场修理的飞机。比如说某些飞机可能受到对方截击任务的影响 Radar 雷达 You might have spotted a little green circle in the first screenie also. We've added more visible radar overlays that you can bring up either through a toggle or by hovering over one在第一张截图上还有一个小小的绿色圆圈,那个就是雷达。我们加了雷达的覆盖范围的显示,点击和鼠标悬停都可以激活这个范围显示。 Oh yeah, for those who want to see all the new on-map air counter icons here you go: 哦对了,估计你们还想看大地图上的所有空军新增图标吧,就在这个图里了。As as normal in game development you only end up having enough time to do half of the things you planned from the start, so see this as the first step on air improvements as well. More things are sure to follow in the future, but we are pretty happy with this progress :) 偷懒在游戏开发这行是很常见的,所以其实我们一开始想做的是我们现在已经做的两倍左右吧。所以这个嘛,剩下的一半我们一定还是会去做的。面包以后会有的,牛奶以后也会有的,但是现在我们反正饿不死,感觉很好。 Next week we’ll be taking a look at Yugoslavia. See you then! 下周我们会讲南斯拉夫,到时候再见。
10/05/17开发日志—装备转化 主要内容 1.基本坦克和升级之后的坦克可以进行转化,部分飞机也可以 2. 优化了战争信息界面 ————————————————————分割线———————————————————————— Hi everyone and welcome to today's dev diary. I’m home with a nasty cold, but lets power through and check out some more stuff coming in Death or Dishonor and the Oak update. Today’s main topic is Equipment Conversion, or how to choose the StuG Life. 哈喽大家好,又到了今天的开发日志了。现在我快冻僵在瑞典了,不过还是必须来谈谈新DLC和Oak更新的新内容。今天的话题是关于装备的变换,也可以说是来选择三突子(三号突击炮)的一生。 Using older chassis to mount more powerful guns etc was very common in WW2 era Germany, in fact its most produced armored fighting vehicle the StuG III was essentially a PzIII with its turret removed to make room for a more powerful gun. We've always let you build these self-propelled variants in HOI4, but its not been possible to convert existing vehicles before. Now if you get Death or Dishonor it will be! This is a great way of getting rid of older stuff you might not want to deploy and keeping it relevant for longer. 旧瓶装新酒在二战时期的德国非常常见。事实上数量最多的三突子就是由三号战车换个炮。尽管在钢4中有装备自定义改进功能,然而目前阶段不同型号的装备(译者注:原文是车辆,但是看后文飞机也可以)并不能互相改装。但是在新的DLC中这将会被实现。你将得以有一个好方法来处理那些过气的装备。If you look at the top production line there you can see that the conversion tickbox is enabled, and that the line is using suspiciously little resources and running at high speed. This is what it looks like with the box unticked: 在生产线的最上方会有一个转换的勾选框。当它被勾选上的时候,这个生产线会告诉运转,同时消耗更少的原料。作为对比,下图是它没有被勾选上的时候。You can only enable this if you have spare equipment that is possible to convert from sitting around in your stockpile. When converting you pay the difference in resources only rather than the full amount and production speed is much higher. 不过也只有你的库存中有可以用来转换的装备的时候,你才能勾选这个选项。勾选之后,只有转换前后的装备所需要的资源的差值需要被消耗来进行转化。Note that it lists in what order and what will be converted (although here all I had for the diary was PzIIIs). 图中也可以看出,生产线的详细信息会告诉你用来转换的装备是什么(尽管这篇日志里我用的都是三号坦克) So what exactly can you convert? 所以具体我们能够转换些什么? Any base model (PzIV) or upgraded variant marked obsolete (say PzIV B) to a newer one (PzIV C). This goes for planes too. 所有原型坦克(比如四号坦克)及它的过气升级品(比如四号坦克B型),都可以转换成更新的型号(比如四号坦克C型)。飞机也可以进行这样的转换。 Any base model or variant (up to one tech level back) to a self propelled. So you can convert a Medium Tank 1 to a Medium Tank Destroyer 1 or Medium Tank Destroyer 2 (the second one would then cost more resources). 所有原型(译者注:原文说的是model,而非坦克或者是战车,不确定是否普通飞机能转换成舰载机)和它的改进型号可以转换成它的变体。比如说中坦1型转换成中坦歼1型或者中坦歼2型(转换成2型会消耗更多的资源) The above also works for licensed or captured equipment (although you can't convert a captured T-34 to a PzIV C, they need to actually be upgraded versions of the same thing). 上述的转换也可用于购买了生产许可的装备以及缴获的装备(当然了,缴获的T-34是不能魔改成四号战车C型的,能转换的装备必须是同源的) There are also some new techs that help improve conversions to be even more efficient. 2 of them in the machine tools tree and Dispersed Industry also gives a base bump. 同时也追加了提高转化效率的科技。其中的两个在车床线,对离散工业的研究也会提升转化的效率。For modders its fairly easy to mess around with this, check out the spoiler for scripting examples: 对于mod的制作来说,我们给予了一些关于装备转换的实例。(译者注:装备标了个tag注明是否可以用于转换,多了一组tag来注明转换的来源) medium_tank_equipment = { is_convertable = yes } medium_tank_artillery_equipment_3 = { can_convert_from = { medium_tank_equipment_2 medium_tank_equipment_3 } } —————————————————————————————分割线————————————————————————————— We have also been updating the war overview interface to make it nicer and more informative. its now possible to see total losses, fielded manpower, industry and also to be able to sort by each column. 除此之外我们还更新了战争界面,让它富含更多的信息同时也更加美观。现在它会显示总的损失,派出的人力(译者注:右上角)和工厂数量,还可以用这些数据来排序。Another thing is that we now showcase capitulation a bit clearer (see Free France) and its now also possible to get out of capitulation. Previously this only happened at the end of the war which led to some weird cases where a France who had reclaimed all their territory still wouldn't be able to stop their side from giving up if the other majors had fallen. Now the capitulated state is reset if you reclaim your original capital and get back 90% of their surrender level. 另一个改动是我们增加了一个投降的标记,比如图中的法国。并且新版本中已经投降的国家在完全战败前是可以复国的。之前的版本中只有在战争结束之后才能复国,结果导致了很奇怪的现象,比如明明已经恢复领土的前主要国家——法国,还是因为同阵营中的其他主要国家战败而被阵营杀。新版本中,已经投降的国家如果夺回了首都(译者注:不知道迁都的怎么算)并且投降倾向低于90%的情况下,投降标记就会被去掉。 This weekend is PdxCon and next Wednesday we will be taking a look at new air stuff! Also do tune in to the World War Wednesday stream at http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.twitch.tv%2Fparadoxinteractive&urlrefer=162001e6c42a63a72d466da6624035e5 with maybe only Daniel at 16:00CET (unless he manages to snag another sidekick than me). It will be full "hot code!" mode and start a new campaign as Hungary to show off stuff from last week's diary. 这个周末是PdxCon,下周三会公布关于空战的信息。别忘了关注我们twitch的周三世界大战节目(欧洲中部时间下午4点),可能只有daniel在。下周的节目会用新版本的游戏来运行匈牙利的战役,在这之中能看到更多的上周之后的日志信息。
1.4开发日志 part3-匈牙利 看吧里没人翻译。。那我来把。。 原帖链接 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fsteamcommunity.com%2Fgames%2F394360%2Fannouncements%2Fdetail%2F1291815300083229910&urlrefer=b5f00d05dfba3206159ddc78ac342187 —————————————————————— Welcome to the third dev diary on Death or Dishonor and 1.4 Oak update! I hope you are hungry for more info because today we will be talking about... Hungary (ugh that joke didnt really work now did it?) (开篇废话+谐音梗,不翻译了)A landlocked Kingdom run by an Admiral, Hungary had without a doubt one of the more unusual political systems of the interwar period. At the end of the Great War, Hungary had broken away from the disintegrating Hab**urg Empire, and after a brief period as a communist republic, was occupied by the Entente. 作为一个被将军统治的内陆国家,匈牙利毫无疑问是一个在一战时期政治上罕见的国家。在一战尾声时,匈牙利从支离破碎的哈布斯堡帝国中逃脱出来,紧接着就变成了共产主义共和国并被协约国占领。 Subsequently, the Treaty of Trianon was signed, which reduced Hungary to a rump state. In the Treaty, Hungary lost two thirds of its territory and a third of its population. Harsh restrictions were placed on the Hungarian military. Hungary was banned from having a Navy (a crushing injustice, to be sure) or an air force. The Army was limited to 35,000 troops, what military factories existed were under strict observation. In many ways, it was the Treaty of Versailles of Hungary. 之后,战败的匈牙利与协约国签署了特里亚农条约,丧失了三分之二的领土和三分之一的人口。并且在军事上也受到了严格的限制。他被规定不能拥有海军及空军,陆军也被限制在三万五千人。同时军工厂也受到了严密的监视。无论如何这都是一个匈牙利版的凡尔赛条约。In game this state is represented by Hungary being a Disarmed Nation, with no available manpower, and a crippling 50% construction speed penalty for military factories. Getting out from under the treaty is your first objective. There are several ways to do this: At the far right of the tree, you have the Bled Agreement, which historically was signed in 1938 and which allows you to rearm freely. But the surrounding nations must approve it. Should they refuse, you can still abolish the treaty through other means. 相应的,在游戏中,匈牙利的征兵政策是非军事化国家,没有足够的人力,并且有50%的军工厂建设速度减成。也因此从这个不平等条约中解脱出来毫无疑问是你的首要任务。在国策树的最右侧,有一个历史上在1938年签署的布莱德协议(Bled Agreement)让你得以自由的重新武装自己,不过前提是你的邻居们必须都同意才行。即使他们拒绝了你的要求,你也可以通过其他方法再修正这个协议。 After you have gotten the right to bear arms back, the tree opens up and you can choose how to rebuild your military. On the Army side, you can choose between the infantry heavy Home Defense branch and the offensive-focused Mobile Focus. In the Air Force branch, you can select how to procure new planes - you can develop them yourself or get them through license deals with other countries (the licenses in these focuses are free). 当你获得了武装的权利之后,国策树的下方可以选择如何重建军队。陆军方面,可以选择重视本土防御也可以选择重视进攻的机动部队。空军方面,你可以选择自己发展空军,也可以选择通过购买生产许可(生产许可条约在国策树中) Politically, one of the obvious goals is to regain your territory. Fans of intricate event chains will be happy to know that you can gain all of these territories through peaceful annexation - if the other side agrees. The AI will call your bluff if it believes you are weaker than it, and things can quickly spiral out of control (the Demand Transylvania event chain is possibly the most extensive event chain we have ever done in HoI history, with 25 events and 16 different outcomes), which can even bring in other European countries. 政治上,最显然的目标就是夺回属于你的领土。那些热衷于错综复杂的事件链的玩家们,告诉你们一个好消息,可以通过一系列的事件链来和平的夺回匈牙利的合法领土,当然前提是领土的现拥有着必须同意。如果他们是AI的话,当他们发现你的军事力量比他们弱的时候,他们会认为你在虚张声势并影响欧陆上的很多国家甚至把历史带往另一个方向(索取特兰西瓦尼亚地区是钢铁雄心有史以来最复杂的事件链,由25个事件和16个不同结果组成) If you want to take the country down a somewhat less historical path, you can decide to murder Horthy and restore the Hungarian People’s Republic, either to join the Comintern or to make your own faction. 如果你不希望重蹈真实历史的覆辙,你可以选择谋杀霍尔蒂,恢复匈牙利人民共和国,并选择加入共产国际抑或是自建阵营。 On the other end of the political scale, we worked with the idea that Hungary was, in principle, still a monarchy. Two attempts by the deposed Carl IV in the early 1920ies failed to put the Hab**urgs back on the throne, with the Hungarian parliament passing a law banning him from ever returning. The rejection broke poor Carl’s heart, and he died soon after (some say it was the pneumonia he contracted while flying to Hungary in an open plane to regain his throne, but we know better). This left his son Otto von Hab**urg in charge of the house. 政治上,另一方面,匈牙利原则上依旧是一个帝制国家。被废的卡尔一世(译者注:原文是4世,实际应该是1世)在二十世纪二十年代两次试图在匈牙利保守派人士的帮助下在该地复位,但因未获得匈牙利摄政霍尔西的支持未果。之后匈牙利议会通过法案将他驱逐出境。这一纸禁令摧毁了卡尔的玻璃心,之后不久他就死了(也有人说是在重返匈牙利夺回王位的飞机上感染了肺炎,这是瞎**扯,我们知道的更多 )【译者注:小括号内是原文不是我加的】。最后他的儿子奥托·冯·哈布斯堡掌管议会。The monarchist faction in Hungary was split over whether the Hab**urgs should be forever banned from the Throne of Hungary, or if it was only Carl who was no longer welcome. In the game, you can side with either faction. You can either offer the crown to a proper Constitutional Monarch and become a democracy, or to a King who has...connections to certain rather radical groups in other countries. 匈牙利的保皇派分成了两派,一部分认为哈布斯堡永世不得进入匈牙利,而另一部分认为只要将卡尔一世赶出去就好。游戏中你可以选择任一一种。你可以把皇位放给一个傀儡皇帝并走向民主,也可以把它交给一个和国外极端势力有联系的国王。 Finally, you can invite Otto von Hab**urg to take the throne that was once his to inherit. If you do, you have committed to seeing the Hab**urgs restored to their old glory. It will be a struggle, as the other powers of Europe will most certainly not tolerate this, and you may well find yourself at war with all three sides main factions. 最后,你也可以要求奥拓来继承他父亲卡尔一世的王位,来见证哈布斯堡重建辉煌。但是这会很困难,几乎欧洲所有的国家都不会允许你这么作,最终你可能会被三大阵营群殴。 Hungary also comes with lots of new art (2d and 3d) 匈牙利也会有许多新的图画(兵模,将军头像,领导人头像,etc)
论二档25k的合理性,预测的抬线性及基本的独立思考能力 本文一共分成三部分 1.讨论25k的合理性及其由来 2.反驳预测抬线论 3.一些废话 /*******************************讨论25k的合理性及其由来***************************************/ 1. 虽然对于V大的模型一无所知,但是碰巧的是活动前wiki也给出了25k的预测,于是就25k这个结论来讲,至少我们是这么来的http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.lovelivewiki.com%2Fw%2FEventCutOff&urlrefer=6b722719bdfd53c59916bb4624ca6e1c 这是最后三天绘希日增(截至每日10点)的对比图,手头有计算器按的话可以简单的计算出2099/1921≈2714/2480≈1.09 对于最后16小时乘以同样的系数的话,18997+5483*1.09≈25000 因此,25000至少肯定不是空穴来风,而任何给出24k以下的预测数据的,都是过于重视了整体的数字,而疏忽了最后几天的爆发。 /*********************************反驳预测抬线论*************************************/这是活动结束后的一档附近分布图,都集中在35k……理由很容易揣测,因为送心…… 那回头看看二档线,因为结束的时候集中在25k没法分辨,于是选取了一张中午左右截的图我想应该很清晰了,25k的隆起相比于1档35k的凸起显的多么的微不足道。。。如果真如贴吧党所说预测真的有抬线功能,我们看到的会是档线附近人寥寥无几,大多数人都集中在25k这个战略位置上;并且1档线会有更多的人集中在34k不到的位置。可是事实上这种事情一个都没有发生。即便如此也要甩锅给预测的话我倒是希望你们能拿出有说服力的客观数据,而不是随手在键盘上打几个字表达你们的不解,发泄你们的委屈。 /*********************************一些不看也无所谓的废话*************************************/ 独立思考永远是人最重要的品质之一。 当你们看到预测的时候,真正有意义的并不是那10个数字,而是他们脚下的一堆理想化的假设。 对于无法站在上帝视角没有读心术的我们来说,用他们的结论逆推他们的过程是最可行化的了。 这次的预测主要分成两派,低的是23k,这个数字怎么来的呢?如果你们有留意wiki的话,可以看到这次二档线跟上次的绘理线走的很近,而绘理的活动掰成11天也就是23k左右…… 也就是说, 23k的由来,是基于分数线的值的比例 25K之前说过了, 是基于分数线增幅的比例 当你了解到这些以后,你就知道相信25还是23,其实本质的问题是,你愿意相信活动间最后时期的分数(y)是线性相关的,还是愿意相信活动间最后时期的分数的增幅(y')是线性相关的。 每次临近结束,作为定番出现的事情是琳琅满目的各种预测铺满了所有可能出现的结局,作为看官的你,最需要的是独立思考的能力,或者选取一个更加可信的人。底线是,不要用自己的愿望去看待预测(比如我希望线是23k,于是所有高于25k的都是恶意抬线,@吧主球删帖诸如此类balabala 最后的最后 关于分数线的数据只有这么点,不多也不少,而且是公开可见的,信息的不对称并不是那么严重。 一些人并不比另一些人聪明,也不比另一些人拥有更多的资源(绝大部分的模型都是高中数学就能理解的),只是他们更有经验,更了解数据的挖掘,能看破之中潜在的联系。
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