钢铁雄心4开发日志 | 5/4 设计之角:和平会议

牧游社 牧有汉化翻译Designer Corner: Peace ConferenceYaBoy_Bobby, Game Designer HoI4And we shall have peace.随后即是和平。Hi folks,朋友们吼哇,It's been a while since our last update on future plans for HoI, but we’re about ready to show you some of the work we’ve been doi

牧游社 牧有汉化翻译

Designer Corner: Peace Conference

YaBoy_bobby, Game Designer HoI4

And we shall have peace.

随后即是和平。

Hi folks,

朋友们吼哇,

It's been a while since our last update on future plans for HoI, but we’re about ready to show you some of the work we’ve been doing. Before we begin, I'd like to indicate that there'll be some differences in how we do this. As I've previously stated, we want to begin discussion around features and implementation details a little earlier in the process than usual. This means a couple of things.

距上次更新钢铁雄心的未来计划已经有些时日了,但我们也做好准备给大家展示一些一直在整的活。开始之前我得先点明,我们公布开发中内容的方式比起以往将有所不同。正如此前所述,我们希望在开发过程中比以往更早地就特性与实装的细节展开讨论。具体意味着这么几件事情。

Firstly, while we'll be showing off some individual features, we're not yet ready to give an overview of the entire scope of our next release yet. This will, of course, be coming in the near (ish) future.

首先,虽然我们会展示某些单独特性,但我们还没准备好对下个版本的整体范围给出一个概述。当然,再过亿段时间就有了。

Secondly, you'll be getting an early look at what we've been working on, and this comes with all the caveats you might expect: lots of WIP design, interface, and gameplay.

其次,你有机会提前看到些我们一直在做的东西,但这也附带来很多大家都习惯了的提醒:很多的设计、界面与游戏内容都在开发中。

Lastly, for the time being we'll be producing these 'design corner' style diaries every two weeks, rather than weekly. This is likely to change as we get closer to being complete.

最后,我们目前会每两周写一次这种“设计之角”式的日志,而不是每周。这种情况可能随着接近完工而调整。

Before I hand over, I'll give you a quick run down of the directive for the feature we’re looking at today: Peace Conferences. Our primary objectives are to:

在转手之前,我给大伙儿简单介绍一下本篇关注的特性——和平会议的要点。我们的主要目标为:

Create a system that appropriately rewards participation.
建立一个适当奖励参战的系统。

Allow for conflict and conflict resolution within the scope of the conference.
允许在和谈范围内发生冲突与解决冲突。

Create a limited 'economy' within conferences, where you may have to sacrifice your overall aims in order to secure immediate concerns.
在和谈内创造有限“经济”,营造可能需要牺牲整体目标来确保眼下忧虑的情况。

Produce more 'realistic' outcomes where the AI is concerned.
在涉及AI的方面营造更“真实”的结果。

And with that, I'll hand over to @Yaboi_bobby to dive into the deeper details!

接下来交给@Yaboi_bobby,由他来深入介绍更多细节!

Hey everyone, over the past months we have been working to overhaul the peace conference system. It is no secret that in HoI4 the peace conference system has a number of issues with how it functions. Combining that with the fact that it is a surprisingly hard interface to learn how to use, it is rightly one of our most disliked and complained about features. We have taken a large step away from how the system currently works and I am excited to show what the future holds for peace conferences.

大家吼,过去几个月我们一直在努力重制和平会议系统。众所周知,钢铁雄心4的和平会议系统在运作方面有很多问题。再加上整个难以掌握的界面,它自然成了我们手里最受反感且抱怨最多的机制之一。比起当前系统的运作方式,我们已经迈出了一大步,我很荣幸能就此展示和平会议未来的样子。

The first major departure we made from the old system was shifting from absolute claiming of territory to contestable claiming of territory. In the old PC system once somebody claimed a state, that was it. That claim would be locked in and no one would be able to interact with it further. Now, players may contest other players' interactions in the conference. This doesn't come without cost. Contesting claimed territory will come with a point tax, and every time a contest happens the price of interacting with that state climbs further. This effectively creates a bidding war between all parties invested in a given state. This change should have some interesting outcomes, allow mid and low level participants to have more agency, and give players the tools needed to go after the states that are most important to them for things like achievements and forming new tags.

与旧系统有所区别的第一点,就是领土要求从绝对性的变成可竞争性的。在旧和平会议系统中,某方要求了一个地区就万事大吉了,这个要求本身会直接锁定,导致其他人没法再继续互动。现在,玩家可以质疑其他玩家在和谈中的动作,当然也并非没有代价。竞争声索领土伴有额外点数消耗,每次进行竞争,该地区相关互动的花费也会随之提高。实际上会营造出对某地区有要求的各方陷入竞标的情况。这种变化应该能带来些有趣的结果,能让中低层度参战的国家更多地介入,并给玩家提供追求最重要地区(比如成就需要或成立新Tag需要的地区)的手段。

Here Brazil prepares to bid upon Chao Boreal which has already been claimed by Argentina

巴西准备竞标已被阿根廷声索的北查科。

和平行动点数花费:11
基本值:5.9(建筑:5;资源:0.5;人力:0.4)
乘数:1.83(影响:0.85;竞争:1.1;三轮内无竞争:1.95)

Contestable bids help solve some problems, but without further changes many still persist. One of the most obvious issues was how the old system handled turn order. The old system would order countries by participation, and then go in order based upon the number of points held by participants. Where it gets weird is the fact that the order of the list would get updated after each nation's turn. This meant that often the top two participants could have enough points when a turn ended that they would simply exchange turns between them and end up completely controlling the conference. This was in some ways a good method to allow two big faction leaders to have majority control after the end of a historical WW2, but is bad in virtually every other case.

竞标有助于解决部分问题,但若没有其它改动的话,仍然是治标不治本。最突出的问题之一是旧系统处理各国谈判轮顺序的方式。以往会先根据参与度对国家进行排序,然后按照参与者所持分数再次排序。但怪就怪在,每个国家的谈判轮结束后,队列顺序就会更新。这意味着,如果首要两位参与者分数够多,可能出现只有这两方轮换进行行动,从而完全控制了整个和谈。某种意义上来说这也挺好的,能让两大阵营的领导者在史实二战结束后掌控主导权,但基本上在其它任何方面都不好。

We did a lot of thinking about turn order and how to structure the turn in general. Slowly we came to the conclusion that any system with a visible turn order, no matter how it was structured, would put people at disadvantage or advantage depending on turn order. This led to the creation of what we have been calling the "Blind Bid" system.

我们在谈判轮顺序和如何整体构建排序方面做了很多功课,随后逐渐得出结论:任何具有明显轮流顺序的系统,不论其结构如何,都会因为每轮顺序导致参与者处于优势或劣势。这一结论让我们创造了所谓的“盲标”系统。

The main concept of the "Blind Bid" system is that everyone acts simultaneously. The way this functions is that, each turn, every conference participant uses their points to make bids. When every player has finished making their bids, all of the bids are evaluated at once. Bids have a fixed cost much like the current claims do, but now with more modifiers. In any instance where two participants made a bid on the same state, that state is marked as contested and the players involved have the majority of their points spent on the bid refunded. Each time a state is contested, it increases in cost for all subsequent rounds. This effect stacks on a state each turn in which a contested bid happens. The other side of this is uncontested bids. Each turn a bid goes uncontested, it increases in cost for everyone else except for the person who made the bid. This acts to, over the course of several turns, lock in bids as they become too expensive to realistically contest.

“盲标”系统的主要概念是让各方同时行动。从运作形式上讲,每轮的各个参与者都用他们的分数来进行投标。当参与者都投标完毕后,会同时判定所有投标。竞标,与目前声索领土一样,有一个固定成本,但会有更多的修正项。目前来说,如果两个参与者同时对一个地区投标,该地区就会被标记为竞争省份,参与竞标的玩家会被返还其大部分分数。每当一个地区出现竞争时,它在之后所有回合的投标成本都会增加。该地区每轮出现竞争时,这一效果都会叠加。另一面则是无竞争的投标。每一轮出现无争议的投标时,除了投标者外的其他参与者的投标成本都会增加。这样将让投标在几轮内就锁定一家,让其成本高到无法再挑起争议。

Brazil and Argentina attempting to resolve a contested bid on Chaco Boreal

巴西与阿根廷试图解决对北查科有竞争的投标。

At this point you may be thinking "Yeah OK, but I get points each turn, how does the conference end?" This leads us to the final major change: limited points. This is pretty self explanatory. Each participant will get a fixed amount of points over the course of the conference based upon war participation score. The way we do this is by distributing a percentage of those points every turn until all points are distributed. Most of the work here comes down to rebalancing war participation and finding what we consider a good point ceiling for a conference. Limited points will mean, in some cases, that loser nations survive more intact than they did previously, but this should not be a common case. In general, we think this creates a fun and somewhat tense conference experience.

到了这个份上,大家可能在想:“哦行,但每轮我都会有分数,那和谈怎么结束?”这就引出了最后一项主要改动:分数限制。恰如其名,和谈流程中的每个参与者都将根据参战得分获得固定数值的分数。我们的方法是,每回合固定分配一定比例的分数,直到所有分数都分配完毕。我们干的大部分活都是要重新平衡战争参与度,并找到我们认为合适的和谈分数上限。有限分数也意味着,某些情况下,战败国会比以前更加完整地保存下来,但这种情况应该不常见。总而言之,我们认为这样会创造一种有趣而略显刺激的和谈体验。

Beyond the big three changes listed so far we have a number of smaller tweaks, adjustments, and rebalance to overall cost of interactions and participation. However, that topic is not worth going into at this point as it is still very much WiP. So with that I will conclude the first overview of the peace conference rework. We look forward to your feedback, hot takes, and hopefully excitement. Until next time o7

除了上面列出的三大变化外,我们还有很多小调整,以及对互动和参与的整体成本的再平衡。然而,这个话题还不值得讨论,因为相关功能很大程度上仍处于开发中状态。所以对和平会议重制的第一次概述就到这里了。我们期待你的反馈与热议,以及希望你会对此感到兴奋。下回再会。

Omaka: Patch 1.11.11 "Barbarossa"

附带内容:1.11.11版本号“巴巴罗萨”补丁(220512)

###############
# Balance
# 平衡
###############

– Adjusted the ship refitting cost calculation. The base cost is now a percentage of the hull cost, and the cost for any module changes are added on top of that. The same is true for tanks.
– 调整了舰船改装花费计算。现在基础花费按船体花费特定百分比计算,任何模块改装的花费都在其基础上增加。坦克同理。

– Removed path connecting advanced light tank chassis to modern tank chassis research
– 删除了先进轻型坦克底盘科技与现代坦克底盘科技之间的路线连接。

############################
# Stability & Performance
# 稳定性和性能
#############################

– Fixed rare OOS happening when players joined an MP game after playing a different game
– 修复了当玩家游玩一局不同模式的游戏后,再加入一局多人游戏时偶发的失去同步问题。

##############
# Modding
# 模组
##############

– Hot-reloading AI strategy plans will not crash the game.
– 热重载AI战略计划不再会使游戏崩溃。

###############
# Database
# 数据库
###############

– Changed the starting British Motorized Division template to use motorized – sorry, motorised – recon
– 修改了英国开局时的摩托化模板,以使用摩托化——抱歉,摩托儿化——侦查。

– Added some bypass conditions to Czech focuses
– 为捷克的国策树增加了一些跳过条件。

– Unlocked fuel tank module for French cruiser submarines
– 解锁了法国巡洋潜艇的油箱模块。

###########
# Bugfix
# 捉虫
############

– Only display the ship refitting speed and cost modifiers when MtG is active.
– 只在炮手就位MtG激活时,才会显示舰船改装速度与花费修正。

– Added Bypass to "Demmand Lithuanian Annexation" if Poland already controls all Lithuanian states except for Memel
– 若波兰已经控制了除梅梅尔以外的所有立陶宛省份,则可跳过国策“宣布吞并立陶宛”。

– Fixed units being unable to convert a move order to a retreat order when attacked
– 修复了当单位被攻击时,无法把移动命令转换为撤退命令的问题。

– Fixed CTD that could happen during railway gun positioning.
– 修复了当铁道炮就位时可能发生的闪退问题。

翻译:月蚀

校对:zzztotoso 三等文官猹中堂

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