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維多利亞3開發(fā)日志#23 | 11/11 前線與將軍(第一部分)

2021-11-14 16:57 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Victoria 3 - Dev Diary #23 - Fronts and Generals (Part-1)

lachek, Victoria 3 Lead Designer


Hello and welcome! Today we will dig into the core mechanics of land warfare, including Fronts, Generals, Battalions, Mobilization, and more. But let's take a moment first to recall the pillars of warfare in Victoria 3 from last week's diary, which should be considered prerequisite reading to this one.

大家好哇!今天的日志我們將深入探討陸戰(zhàn)的核心機(jī)制,包括前線、將軍、營、動員等。但是讓我們先回顧一下上周日志所講述的維多利亞 3 中戰(zhàn)爭的支柱內(nèi)容,這是能理解本篇日志的基礎(chǔ)。


War is a Continuation of Diplomacy
戰(zhàn)爭是外交的延續(xù)

War is Strategic
戰(zhàn)爭即是戰(zhàn)略

War is Costly
戰(zhàn)爭的代價(jià)高昂

Preparation is Key
事前準(zhǔn)備是關(guān)鍵

Navies Matter
海軍很重要

War Changes
戰(zhàn)爭不是一成不變的


Before we get started I want to point out that a few of the mechanics I will be mentioning below are currently still under implementation in the current build. While development diary screenshots should never be taken as fully representative of the final product, this is especially true in this case. In some cases images will be artistic mockups and visual targets, and in other cases very rough in-game screenshots that will be revised before release.

在我們開始之前,我必須指出,下文提到的一些機(jī)制目前版本仍在開發(fā)。畢竟開發(fā)日志的截圖永遠(yuǎn)不能完整呈現(xiàn)最終產(chǎn)品的樣貌,在這種情況下尤其如此。在某些情況下,截圖只是顯示美工草稿和視覺目標(biāo),在另一些情況下,粗糙的游戲截圖會在發(fā)布前進(jìn)行修改。


The reason for this is simply because, as we have stressed previously in these dev diaries, Victoria 3 is a game about economics, politics, and diplomacy first and foremost. War is a very important supporting system to all those three which tie them together, but we needed to make sure those three aspects were mature enough before we put the final touches on the military system. Furthermore, being a drastic divergence from how warfare works in all other Paradox games, these systems have required a lot of time in the oven to feel as fully baked as the others. Once we are closer to release we'll make sure to update you on any revisions, and release more finalized in-game screenshots!

原因很簡單,正如我們在之前的開發(fā)日志中所強(qiáng)調(diào)的那樣,維多利亞3是一個(gè)關(guān)于經(jīng)濟(jì)、政治和外交(最重要)的游戲。戰(zhàn)爭是將它們聯(lián)系在一起的重要的支柱系統(tǒng),但是在我們對軍事系統(tǒng)進(jìn)行最后潤色之前,我們需要確保這三個(gè)系統(tǒng)足夠成熟。此外,因?yàn)榕c所有其他 Paradox游戲中的戰(zhàn)爭運(yùn)作方式都截然不同,維多利亞3的戰(zhàn)爭系統(tǒng)仍需“在烤箱中精心烘焙”才能和其他的那些游戲一樣成熟。一旦我們臨近發(fā)布,我們將確保更新最新的修改,并發(fā)布更多最終的游戲截圖!


First I want to present the concept of Fronts. In Victoria 3, rather than manually moving armies around the map, you assign troops (via Generals, as we will see later) to the border provinces where two combatants clash. All combat takes place on these Fronts, where a victorious outcome consists of moving the Front into your enemy's territory while preventing incursions into your own.

首先,我們先來看看前線Front的概念。在維多利亞3中,玩家不會像其他Paradox游戲那樣在地圖上手動移動軍隊(duì),而是將軍隊(duì)(通過將軍,我們稍后會看到)分配到兩方對戰(zhàn)的邊境省份。所有戰(zhàn)斗都發(fā)生在這些前線,獲得勝利自然是讓前線挺進(jìn)敵方領(lǐng)土,并防止戰(zhàn)火燒入己方領(lǐng)土。


Fronts are created automatically as soon as two countries begin to oppose each other in a Diplomatic Play, and consist of all provinces along the border of control between those two countries. Therefore a Front always has one country on either side, but it is possible for Generals from several countries to be assigned to the same Front.

一旦兩國在外交博弈中開始敵對,前線就會自動創(chuàng)建,并由這兩個(gè)國家之間邊境沿線的所有受雙方控制的省份組成。因此,一個(gè)前線的兩邊至少有一個(gè)國家,但有可能來自多個(gè)國家的將軍被分配到同一個(gè)前線。


Let's take a look at a screenshot from the current build of the game:

我們來看一眼當(dāng)前版本的游戲截圖:


An early draft view of the Texas Utah Front. This Front belongs to the Texan revolutionary War of 1835, which is in full swing on the game's start date. Two Texan Generals are assigned to this Front, Samuel Houston with an Advance Order and William Travis with a Defense Order. On Mexico's side, José de Romay is advancing with 10 Battalions. The four stars on either side indicates relative average fighting skill compared to the world's best - here Mexico and Texas are tied with 40 Offense and 35 Defense each. From Mexico's perspective this Front has a slight advantage at the moment and indeed one battle on this Front has already been won by them.

德克薩斯猶他前線的早期草圖。這條前線屬于1835年的德克薩斯獨(dú)立戰(zhàn)爭,在游戲開始之日就如火如荼地展開。 兩名德克薩斯將軍被分配到這個(gè)前線,塞繆爾·休斯頓Samuel Houston將軍收到了進(jìn)攻命令,而威廉·特拉維斯William Travis將軍的指令則是防守陣線。在墨西哥方面,何塞·德·羅邁José de Romay將軍率領(lǐng)10個(gè)營的兵力推進(jìn)。兩邊的四顆星表示相對戰(zhàn)斗水平(與世界上最好的戰(zhàn)斗水平相比)——這里墨西哥和德克薩斯相持不下,一方取得了40的進(jìn)攻分?jǐn)?shù),而另一方則打出了35的防御分?jǐn)?shù)。從墨西哥的角度來看,這條前線目前略占上風(fēng),他們確實(shí)已經(jīng)贏得了這一前線的一場戰(zhàn)斗。


As mentioned at the top, these visuals - and all other images in this diary - are far from complete! We have many parameters left to expose, more UI layout to do, and more visual effects to add before release. Everything you are seeing today is only to give you a better idea of the mechanics, but is in heavy revision as we speak and will look different on release. As such it is not to be taken as representative of what you will see in the final product.

如前所述,這些視覺效果,以及本日志中的所有其它圖像,都仍在開發(fā)!我們還有許多要公開的參數(shù)、要制作的UI布局,和更多要在發(fā)布前添加的視覺效果。你今天看到的一切只是為了讓你更好地了解機(jī)制,而且和我們說的那樣,這些內(nèi)容正在修改,并且在發(fā)布時(shí)有更多調(diào)整。因此,它并不是你將在最終游戲中看到的內(nèi)容。


The health and status of your Fronts is a primary indicator of how well the war is going for you. Do you have more troops on the Front than your enemy does? That's pretty good. Have you advanced it far into enemy territory? Great. Are your soldiers there demoralized and dying in droves from attrition? Double-plus ungood.

前線的情況是否順利,對你來說是評估戰(zhàn)爭進(jìn)展如何的主要指標(biāo)。你在前線有比對方更多的軍隊(duì)嗎?不錯(cuò)。 你有將前線推進(jìn)到到敵方領(lǐng)土嗎?很好。 你的士兵有因?yàn)閾p耗而士氣低迷,大量減員嗎?非常不妙。


In a large end-game conflict you might have hundreds of thousands - possibly even millions - of soldiers in active service, which is a lot to keep track of. The number of active Fronts, however, is likely to be much more manageable. The design philosophy here is the same as with the economic Pop model. Our aim is to make the game playable and well-paced, without requiring frequent pausing, on every scale while retaining the detail and integrity of the Pop simulation. For warfare, the scale ranges from a small border skirmish between minor nations in single-player to a massive multiplayer world war involving every Great Power. Using the Front system we can account for every individual Serviceman and Officer in meticulous detail while giving the player a high-level strategic interface to monitor and manipulate. Much like with the economic interface of Buildings or the political interface of Interest Groups, from this Front view you can drill down through your Generals all the way to the individual Pops that actually do the fighting if you want to.

在一場大型的游戲終局沖突中,你可能有數(shù)十萬——甚至可能是數(shù)百萬——的現(xiàn)役士兵,要一直緊盯他們的情況是個(gè)很大的工作量。而將數(shù)量龐大的士兵變成動態(tài)的前線將會更好管理。這里的設(shè)計(jì)理念與經(jīng)濟(jì)系統(tǒng)的人口模型類似。我們的目標(biāo)是讓游戲在每個(gè)尺度上都具有可玩性和節(jié)奏感,讓玩家不需要頻繁暫停,同時(shí)還能保留模擬人口系統(tǒng)的的細(xì)節(jié)和完整性。對于戰(zhàn)爭來說,游戲中既有單人游戲中小國之間的小規(guī)模邊境沖突,也有多人游戲中涉及各個(gè)列強(qiáng)的世界大戰(zhàn)。使用前線系統(tǒng),我們既可以細(xì)致考慮每一位軍人和軍官,也可以為玩家提供一個(gè)高層次的戰(zhàn)略界面來監(jiān)控和操縱。這和建筑的經(jīng)濟(jì)界面或利益集團(tuán)的政治界面相似,從前線的視角,你可以深入了解你的將軍,或者愿意的話,一直到追蹤到實(shí)際進(jìn)行戰(zhàn)斗的每個(gè)Pop。


After a particularly punishing battle the Texan Barracks are desperately trying to recruit replacements to send to the front.

在一場尤為殘酷的戰(zhàn)斗之后,德克薩斯的兵營正急切地招募更多人送往前線。


Generals are characters who command Servicemen and Officers into battle on Fronts. Every country will start the game with one or a few Generals - many of them straight out of the history books - and can recruit more as needed.

將軍Generals是指揮軍人和軍官在前線上奮戰(zhàn)的角色。每個(gè)國家在游戲開始時(shí)都會有一個(gè)或幾個(gè)將軍——許多直接就是歷史書里的——如有需要也可招募更多。


Generals are recruited from Strategic Regions, and gain command of as many locally available troops in that region that their Command Limit allows. Command Limit is determined by their Rank, which ranges from 1-star to 5-star. If several Generals are headquartered in the same Strategic Region, the troops are split up between them proportional to their Command Limit as well. Military operations can be complex to manage, and to model this every General costs a certain amount of Bureaucracy to maintain. You can promote Generals freely, but while higher-ranking Generals can effectively command more troops they also cost more Bureaucracy.

將軍需要從戰(zhàn)略區(qū)域中招募,并且會在指揮上限Command Limit允許的范圍內(nèi),盡可能多地獲得該區(qū)域內(nèi)本地可用部隊(duì)的指揮權(quán)。指揮上限由他們的等級Rank決定,等級由一星到五星不等。如果幾個(gè)將軍的總部都在同一個(gè)戰(zhàn)略區(qū)域中,部隊(duì)會根據(jù)他們指揮上限的比例分配給他們。管理軍事行動可不是件容易事,為了模擬此事,每個(gè)將軍都需要消耗一定的官僚力Bureaucracy來維護(hù)。你可以隨意晉升將軍,但更高等級的將軍在能有效指揮更多部隊(duì)的同時(shí),也會消耗更多官僚力。


Like other characters, such as Heads of States and Interest Group Leaders, Generals have a set of Traits that determine their abilities and weaknesses. Admirals, their naval counterparts, work the same way. These Traits determine everything about how the characters function and what bonuses and penalties they confer onto their troops, their Front, and the battles they participate in.

如同國家元首和利益集團(tuán)領(lǐng)袖等其他角色一樣,將軍有一系列特質(zhì)Traits,決定了他們的能力和弱點(diǎn)。海軍上將Admiral,將軍的海上版本,也有一樣的機(jī)制。這些特質(zhì)決定了這些角色能夠如何起作用,以及他們能為他們的部隊(duì)、前線和參與的戰(zhàn)斗提供什么樣的加成和懲罰。


All characters have a Personality Trait, with different effects depending on what role they fill. For example, a Cruel General might cause more deaths among enemy casualties, leaving fewer enemy Pops to recover through battlefield medicine or return home as Dependents, while a Charismatic General might keep their troops’ Morale high even when supplies run short.

所有角色都有一個(gè)性格特質(zhì)Personality Trait,效果隨具體職責(zé)變化。比如,一個(gè)殘忍的將軍可能會讓敵人的傷亡中有更多的陣亡者,使敵人留下更少的能夠通過戰(zhàn)場急救恢復(fù)或變?yōu)槭芊鲳B(yǎng)人口回家的Pop,而一個(gè)富有魅力的將軍則可能讓他的部隊(duì)在補(bǔ)給不足的情況下依然士氣高漲。


Characters can also gain Skill Traits which are unique to their role. Generals may develop skills like Woodland Terrain Expert that increases their troops' efficiency when fighting in Forest or Jungle, or Engineer that increases their troops' Defense. Freshly recruited Generals start with one of these but can gain more as they age and gain experience. Many Skill traits have several tiers as well, so Generals that remain active across many campaigns may deepen their abilities over time.

角色也可能獲得職責(zé)獨(dú)有的技能特質(zhì)Skill Traits.將軍可能會得到林地地形專家這樣的技能,從而增加麾下部隊(duì)在森林或叢林中的作戰(zhàn)效率,或者得到工程師技能,從而增加麾下部隊(duì)的防御。新招募的將軍初始有一個(gè)此類特質(zhì),但隨時(shí)間經(jīng)過和獲得經(jīng)驗(yàn),他們能獲得更多技能特質(zhì)。許多技能特質(zhì)也有級別,所以經(jīng)歷過多場戰(zhàn)役的將軍可能隨時(shí)間加強(qiáng)他們的技能。


Characters may also gain Conditions due to events or simply the passage of time. These often affect the character's health, but might also influence their popularity or ability to carry out their basic duties. Shellshocked is a classic example of a Condition your General might gain.

角色也可能因?yàn)槭录蛘邥r(shí)間流逝獲得狀況Conditions。這些狀況通常會影響角色的健康,但也有可能影響他們的受歡迎程度或履行基本職責(zé)的能力。彈震癥Shellshocked是你的將軍有可能會得到的狀況中的一個(gè)典型例子。


This fellow (whose full name I refuse to write out) has a Direct personality, prefers to command troops in Open Terrain, and is an expert Surveyor of the battlefield. He's also become Wounded, probably as a result of some recent skirmish.

這位老哥(他的全名實(shí)在太長,我真的不想寫)有著直率的性格,更喜歡在開闊地形上指揮部隊(duì),同時(shí)也是戰(zhàn)場上的專家勘測員。他也處于受傷狀態(tài),可能是最近一些遭遇戰(zhàn)的后果。


Like all characters, Generals and Admirals are also aligned with an Interest Group - which is often, but not always, the Armed Forces. For Heads of States and Interest Group Leaders the impact of this political allegiance is obvious, but why (you may ask) would this matter for Generals and Admirals?

如同所有角色一樣,將軍和海軍上將也有自己的利益集團(tuán)——通常是武裝部隊(duì),但也有例外。對于國家元首和利益集團(tuán)領(lǐng)袖來說,這種政治擁護(hù)的影響是顯而易見的,但是(你可能想問)為什么這對于將軍和海軍上將來說也很重要呢?


In addition to industrialization and revolutions, the 19th Century was also known for its revolving door between military and political office. Often given assignments far from the capital with very limited communications, Generals and Admirals were given access to enormous man- and firepower and sent off with little possibility of oversight to see to the nation's best interests. This autonomy not only granted them considerable geopolitical power while in the field, but also made them extremely popular figures once returning home from a successful campaign. As such, in Victoria 3 your decisions on who to recruit, promote, and retire - which should ideally be based on meritocratic concerns - sometimes have to be tempered also by concerns for internal power balance and stability due to the impact Generals can have on the country's Interest Groups.

除了工業(yè)化和革命之外,19世紀(jì)也以軍隊(duì)和政府官員之間的旋轉(zhuǎn)門而聞名。將軍和海軍上將時(shí)常會在溝通不暢的情況下在遠(yuǎn)離首都的地方執(zhí)行任務(wù),掌握著無數(shù)的人力和火力,還得在沒什么監(jiān)管的情況下被派出去為國家的最高利益奮戰(zhàn)。這樣的自主權(quán)不僅在戰(zhàn)場上給了他們巨大的地緣政治權(quán)力,也會在他們從戰(zhàn)爭中勝利歸來時(shí)把他們變成廣受歡迎的人物。因此,在維多利亞3中你關(guān)于招募誰、晉升誰、讓誰退休的決定有時(shí)也必須考慮到內(nèi)部力量平衡和穩(wěn)定問題——盡管理想情況下應(yīng)該是基于精英政治考量的,因?yàn)閷④妼τ趪业睦婕瘓F(tuán)有巨大的影響。


First off, the character contributes directly to their Interest Group's Political Strength, which as we know determines their Clout. The amount provided is dependent on their rank, so granting a promotion to a promising young General will also increase the influence their Interest Group wields.

首先,角色可以直接為他們的利益集團(tuán)貢獻(xiàn)政治力量Political Strength,我們都知道,這會決定他們的影響力Clout。貢獻(xiàn)的數(shù)量取決于他們的等級,所以晉升一位年輕的將軍也會增加他們的利益集團(tuán)擁有的影響力。


Second, if a General is becoming a little too big for their boots - or perhaps crippled by adverse Conditions, like that 79-year old fossil who just won't leave active service despite senility and various ailments - and you want to force them into retirement so someone else can take command of their troops, their Interest Group's Approval will be impacted. Understandably so, since you just robbed them of some political power!

其次,如果一位將軍架子擺得有點(diǎn)太大了——或者因?yàn)椴焕麪顩r而健康嚴(yán)重受損,就像那個(gè)79歲的老家伙,就算大病小病得了一堆也死活不肯退役——而你想強(qiáng)制他們退休,來讓別人指揮他們的部隊(duì),他們的利益集團(tuán)滿意度就會受到影響。這當(dāng)然可以理解了,因?yàn)槟銊倱屪吡怂麄兊恼瘟α浚?/p>


Third, and most important, if an Interest Group becomes revolutionary - which will be the subject of another dev diary - their Generals and Admirals will take up against you. If you've put all your eggs in the basket of some farmer's boy who turned out to be a strategic genius and you suffer an agrarian uprising, you may end up fighting a rebellion against that same brilliant commander using fresh recruits still wet behind the ears.

第三,也是最重要的一點(diǎn),如果一個(gè)利益集團(tuán)倒向革命——這將是后面另一篇開發(fā)日志的主題——所屬于他們派系的將軍和海軍上將便將與玩家對抗。如果玩家把所有的期望都壓在某個(gè)擁有天才戰(zhàn)略的農(nóng)家男孩身上,且正遭受著一場農(nóng)民起義,那么玩家最終可能會在對叛亂的鎮(zhèn)壓中與這位才華橫溢的指揮官進(jìn)行對抗,而自己使用的還是剛招募的、乳臭未干的新兵。


Commanders can also be the focal points of special events, caused either of their own volition or by a situation you have put them in. Your decisions in these events may end up affecting your country in any number of ways.

指揮官也可以是特殊事件的焦點(diǎn),這些事件可能是出于他們個(gè)人意志造成的,也可能是由玩家給他們安排的情況造成的。玩家在這些事件中的決定最終可能會以多種方式影響自己所游玩的國家。


篇幅所限,后續(xù)請移步第二部分。



翻譯:萊恩希德公爵 AntiAccess 黑夜龍人 口袋姚怪 鏗爾舍瑟

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