鋼鐵雄心4開發(fā)日志 | 9/15 雜項內(nèi)容概覽:續(xù)篇

牧游社 牧有漢化翻譯
HOI4 Dev Diary - Bag of Tricks : the Sequel
Arheo, Game Director
Greetings all!
大家吼??!
Today's dev diary contains the details of a few smaller features coming to the table in No Step Back. In addition, I'll get ahead of the curve here and point out that there will be no diary next week - we'll be back the week after with more to see.
今天的日志內(nèi)容是絕不后退No Step Back擴展包中一些小機制的細節(jié)。另外提前說明,下周不會有日志——我們將在隨后一周帶來更多內(nèi)容。
Scorched Earth
焦土策略
One of the enduring tactical practices of the Soviet defense during the German invasion, was the use of scorched earth. In No Step Back, you’ll be able to spend Command Power on ordering the strategic disabling of railways in the event of a tactical retreat.
蘇聯(lián)抵御德國入侵時經(jīng)常使用的戰(zhàn)術(shù)就是焦土策略Scorched Earth。在絕不后退No Step Back中,你可以在進行戰(zhàn)術(shù)撤退時花費指揮點數(shù)來啟用這一策略,從而癱瘓鐵路。

(All visuals WIP!)(所有的圖像都為半成品!)
Enacted on a state level, every railway present receives full damage, and is immediately flagged, making sure that your eager workers do not attempt repairs.
焦土策略在地區(qū)一級啟用后,每一處鐵路都會受到全部傷害,并立即進行標記,以防止你積極的工人們動手進行修復(fù)。

The pending repairs will show up differently in your construction queue, and won’t be worked on. Rather than re-enable these all manually, you can toggle the state of Scorched Earth off on a state, in the same way it was enabled. All affected railways will begin repairing at once.
這些被擱置的維修將會在你的建筑隊列中以另類形式呈現(xiàn),且不會進行修筑。相較于完全手操來重新啟動這些維修工程,你也可以關(guān)閉某個省份的焦土策略,這樣也可以重啟這些維修,所有受到影響的鐵路都會立即開始維修。
Scorched Earth is a pretty simple mechanic here, but has potentially devastating effects on invaders. In addition to the rail conversion time that exists on captured railway, damaged rail must now be repaired in order to continue supply flow onwards. While we considered extending some effects to factories, we determined that this was likely to affect balance far more than we wanted.
焦土策略是個十分簡單的機制,不過它對侵略者卻能帶來足以致命的影響。除去占領(lǐng)鐵路后需要花費時間對其進行轉(zhuǎn)換,受損的鐵路必須經(jīng)過維修才能維持補給線流通。雖然我們考慮過把一些效果延伸到工廠上,但后來尋思對平衡影響過大而作罷。
Preferred Tactics
偏好戰(zhàn)術(shù)
We touched on this feature briefly during a previous diary, however, due to some good feedback from the community and from inside the team, we’ve made some alterations to how it works.
我們先前簡短地介紹了這個機制。不過在收到來自社區(qū)以及團隊內(nèi)部的良好反饋后,我們對它的運行機制做了一定調(diào)整。
Where previously, you set a preferred tactic on a national level, giving a positive chance modifier for that tactic to be chosen in combat, your generals and field marshals will now also possess the ability to earn a favored combat tactic.
先前你是在國家層面上設(shè)置偏好戰(zhàn)術(shù)的,給所選戰(zhàn)術(shù)提供一個應(yīng)用幾率的加成?,F(xiàn)在,你的將領(lǐng)以及元帥們都可以獲取自己的偏好戰(zhàn)術(shù)了。

At level 5, you'll be prompted to choose a preferred tactic for your generals. This represents their doctrinal school of war - a choice that affects all units under their command.
當(dāng)你的將領(lǐng)到達5級時,便可為他們選擇一個偏好戰(zhàn)術(shù)。這個選擇代表其戰(zhàn)術(shù)學(xué)派,并且會影響其麾下所有部隊。
Note here, that we are not removing the national preferred tactic, and that the additive weight will compound from national -> field marshal -> general. To pre-empt the question, you can of course stack all 3 as the same tactic, although this drastically reduces your flexibility, and potentially makes it very easy to be countered. The overall additions granted by preferred tactics, have of course been reduced somewhat to account for this.
這里需要注意的是,我們并沒有移除國家層面的偏好戰(zhàn)術(shù),增加的權(quán)重將會由國家>元帥>將軍三方面組成。提前回答各位,你完全可以在這三個層面都選擇一樣的戰(zhàn)術(shù),不過這會極大程度地降低你的靈活性,而且會導(dǎo)致戰(zhàn)術(shù)很容易被針對。既然偏好戰(zhàn)術(shù)提供了益處,它自然也會有一些弊端。
We wanted to avoid a rock-paper-scissors choice here, and in order to further emulate the core, doctrinal nature of a general’s fighting style, we have chosen to make this choice permanent for characters.
我們想要避免石頭剪刀布式的選擇,為了能夠更進一步體現(xiàn)將領(lǐng)們指揮風(fēng)格的核心及理論本質(zhì),這一選擇將會成為將軍的永久屬性。
Strategic Redeployment
戰(zhàn)略部署
As we hinted at, strategic redeployment will now make use of railways in order to simulate more realistic army relocation. This applies a different weighting to the regular pathfinder, resulting in choices that largely look sensible where routes of a similar weight are encountered.
如先前所示,戰(zhàn)略部署現(xiàn)在會使用鐵路進行,以此更真實地模擬軍隊的部署。這會給常規(guī)的尋路機制帶來不一樣的權(quán)重,導(dǎo)致出現(xiàn)路徑權(quán)重相近時的選擇變得更合理。

Here, we take a train followed by a scenic bus-tour in order to avoid the long connection.
這里先上火車,然后乘坐觀光大巴來避免純靠鐵路的繞遠問題。

Sometimes it becomes difficult to predict what will be considered 'sensible' in every scenario - there will be edge cases where pretty looking behaviour and logical behaviour do not overlap.
當(dāng)然,有些時候要預(yù)判每種情況下哪些行為屬于“合理”會很困難——總會有一些極端情況讓觀感良好和符合邏輯無法兩全。
That's all we have for today's diary - just a final reminder that next week there will not be a dev diary - tune back in on the 29th!
這就是我們今天日志的全部內(nèi)容啦!最后再提醒一下,我們下周沒有日志更新——我們會在本月29日回來!
As usual, I'll be around to answer questions in the thread below!
和以前一樣,我會在日志下面回答一些問題!
翻譯:鏗爾舍瑟
校對:zzztotoso 三等文官猹中堂
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