鋼鐵雄心4開發日誌 | 3/28 1.52版本號更新#2以及MOD製作特色內容

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HOI4 Dev Diary - 1.5.2 Update #2 and Modding Goodies

Podcat, Oberkommando HOI4

Hi everyone welcome back to another update on our post-release work on Cornflakes and Waking the Tiger.

大家好,歡迎來到另一篇關於玉米片Cornflakes版本和喚醒猛虎Waking the Tiger的發售後續工作的更新。

1.5.2 Patch

1.5.2版本號補丁

The path has now been in beta for a bit and also updated. If you are brave and want to try it early to help us find problems you can go here for how to do so. Go there to check out the current changelog, but I am going to cover some stuff here too.Note that all these things are not yet in the patch, but will appear later today when the beta gets updated.

該補丁已經處於Beta測試階段一段時間了,還進行了一點更新。如果諸位有心敢於嘗試並幫助我們找出問題的話,可以在論壇原始頁面了解一下。注意以下內容還未併入補丁內,但本日內晚些時候Beta版更新時將加入。

Air Balance and Changes

空軍平衡與改動

Based on feedback, primarily from the MP community we decided to do several changes related to the air war.

基於玩家們尤其是多人聯機玩家群體的反饋,我們決定對空戰進行數項改動。

Planes on missions now have to gain efficiency over time. Strategic bombers are slower than smaller planes when it comes to this. This was done to avoid ping-ponging and terrible microing in multiplayer where players would keep switching their bombers around to stop them from being caught. It also simply makes sense that it takes some time after a move to get organized.

執行任務的航空隊現在隨時間流逝才會獲得任務效率。戰略轟炸機的獲得速度則比小型飛機慢一些。此舉是為了避免多人遊戲中玩家不得不進行來回往返以及各種糟糕的微操來確保轟炸機不被攔截。同樣,移動後需要花費時間重組來進行任務,這一點也能讓遊戲體驗更真實合理。

Division anti air now reduces damage to the division caused by close air support attacks, in proportion to the AAs ability to shoot down planes. This should now make divisional AA more helpful against direct attacks as well:

陸軍師對空能力會顯著降低近空支援造成的傷害,用這個改動來和防空炮擊落敵方空軍的能力相匹配。此舉應該能讓師防空連營在對應直接攻擊時更有用。

We now allow a bigger bonus from close air support supporting a combat, while the penalty to defense to the enemy from pure air superiority has been reduced. The speed penalty from enemy air superiority has also been reduced as it was a little excessive. We hope these things together will incentivize CAS over fighter spam a bit.

我們提高了近空支援對戰鬥的加成,而在無制空權的情況下抵禦敵軍的懲罰降低了。在敵人空優情況下的速度懲罰也減少了,之前有些太過了。我們希望這些改動加起來能使玩家比起造戰鬥機能更偏好造一些近地支援機。

Strategic Bombers now only give 0.01 air superiority to make it clear thats not really their job

戰略轟炸機現在只能提供0.01空優,它真的不是干這行的機種。

The last 3 levels of radar tech will now improve hit chance for static AA guns while unlocking new AA equipment will increase their damage and all their intermediary techs will increase the protection from AA on buildings in the area. We hope this will make the techs nicer to get and help in late game defense vs bombers.

3~5級的雷達站現在能提高防空炮的命中率並解鎖新的對空裝備以提高傷害,而該類別的所有過渡科技都會加強防空炮對該區域中建築的保護力度。我們希望這能讓這些科技更有用並在遊戲後期對轟炸機時作用更大。

Nukes and Surrender

核平與投降

We have fixed a couple of things with nukes. They should now work more reliably and hurt the targets war support depending on target. The target selection is now a bit more flexible, before you had to hit specifically the VP province, but now the state is enough for things to work out as expected. In addition a nations surrender limit will be lowered when at low war support (below 50%). It scales from 0 to -30%. That means nuking will again make nations more likely to surrender, but also have other negative effects before that point.

我們修正了數個關於核彈的問題。這類武器現在應該會更可靠並根據目標國家不同對其戰爭支持度造成嚴重影響。以往玩家必須打擊特定的勝利點數所在省份,而現在目標選擇會變得更靈活,新模式已經足以讓這個系統按預期運作了。另外,一個國家的投降下限會因低戰爭支持度而降低(低於50%)。其幅度從0至-30%不等。這意味著核打擊會使得被打擊國更容易投降,而除此之外還有其他負面影響。

Manchukuo

偽滿洲國

We felt the Manchukuo independence path was a little heavy handed with bonuses so it has been reworked. We basically removed most of the factories you get from focuses. Instead you get a decision after taking over the railroads to build up to 4 civilian factories. You can also solve the bandit problem by recruiting them but that means you have to endure raids for a while until you get the focus to bolster nationalism. In the Manchu branch you get to create underground gun shops which make infantry equipment massively cheaper but also reduce its reliability by a huge amount. In the 5 people branch you can raise the Manchu banners, which are large divisions with artillery support. Finally, purging the General Affairs Council lets you spend CP to prepare to seize Japanese arms depots which gives you guns and the Japanese a negative modifier for fighting against your troops.

我們認為哪怕有著各種加成,偽滿獨立路線的負擔仍有些過於沉重了,因此進行了重做。我們基本移除了所有國策帶來的工廠,並用接收鐵路後能建成4座民用工廠的新決議替代之。玩家還可以通過僱傭匪幫來解決相關問題,但意味著必須在能選擇加強民族主義的國策之前忍受盜賊襲擾。在滿族優先分支路線中,玩家可以建立黑市槍店並讓步兵裝備生產成本大幅度降低,但也會令裝備可靠性顯著劣化。在五族協和分支路線中,玩家可以召集滿八旗,各為擁有火炮支援的大型師部隊。最後,清洗總務廳能讓玩家使用指揮點數來奪取日軍裝備庫存,此舉會為玩家提供武器並讓日軍在與玩家作戰時獲得DEBUFF。

Game start speedup

提高遊戲開始載入速度

Nobody likes to wait around, particularly not devs who have to start the game many many times during a day so to help with this we now do some caching during startup that should help speed up the process after the first time you run it.

沒人喜歡乾等著,尤其是每天都要開始好多好多局遊戲的開發人員,所以為了解決這一點,我們現在會在遊戲開始時進行高速緩存,以便在玩家首次運行後提高載入速度。

Other stuff

其它內容

We are still going to add some more things before the patch is done. MEFO bills for example are currently undergoing balancing work.

我們還會在補丁徹底完成前添加更多內容。比如正在進行平衡工作的梅福券。

We also have a really cool thing for modders, but Ill let @shultays show it off for you:

我們同樣給各位Mod製作者準備了些很有趣的東西,不過還是讓@shultays來介紹吧:

Hello everyone, shultays here. I am a programmer in HoI4 team. Today I will be introducing some new cool features/tools that we introduced with our newest patch.

大家好,我是shultays。我是製作組的一位程序猿。今天我會介紹一些新補丁中很酷的內容/工具:

Scripted GUIs

可編腳本的通用界面

That is a feature we solely developed for our modders. This new tool will enable modders to create their own GUIs (or attach their GUIs to existing ones) and attach scripts/triggers to GUI elements in those GUIs. Here are some gifs that show what you can mod in to game now.

這是特地為我社粉絲中的Mod製作者們添加的內容。這個新工具可以讓Mod製作者們創作自己的GUI(或將他們做的GUI添加到現存界面上)並對界面元素添加了腳本與觸發器相關的內容。這裡是一些各位可以添加到遊戲里的內容的動圖。

Everything on that gifs are modded in to the game. Here are some features that this example mod adds:

所有動圖裡的內容都是Mod添加到遊戲里的。另外還有一些這個示例Mod添加的東西:

Code:

代碼:

- Fuhrer Mana, a new resource for Germany

- 元首法力值:德國的新資源

- A spell system that uses Fuhrer mana as a resource

- 一個將元首的法力作為資源的法術系統

- You can use spells targeted on your country by clicking Fuhrer mana resource

- 玩家可以通過點擊元首法力值資源來對自己的國家施法

- You can use targeted spells on enemy countries by clicking them

- 玩家可以通過點擊該國來對敵國進行指向施法

- You can use targeted spells on your own states by clicking them

- 玩家可以通過點擊地區來對自己的國家地區施法

- A psuedo-focus system works independent of existing one that can boost your Fuhrer mana production

- 一個獨立於已存國策樹的偽/類國策系統,提高元首法力值的增長。

- A way to boost your research by consuming Fuhrer mana

- 通過元首施法來增加研究進度。

- A basic AI that can make use of Fuhrer mana

- 一個可以使用元首魔法的基礎AI。

If you want to try this mod, you can download it from Steam Workshop using this link or just download the mod attached in this post and extract it to your mod folder (under DocumentsParadox InteractiveHearts of Iron IVmod). I also added a small cheat, right clicking on Fuhrer mana resource will give you free Fuhrer mana.

如果你想試玩這個mod,你可以點擊這個創意工坊鏈接跳轉到Steam創意工坊並在上面下載,或者直接下載推文後的附件,把下載內容添加到mod文件夾(路徑是DocumentsParadox InteractiveHearts of Iron IVmod)。我還做了個小小的作弊機制,只要右鍵點擊元首法力資源就可以得到免費的元首法力啦。

Here is a list of things you can do using scripted GUIs

以下的都是你能夠用圖形用戶界面編輯器實現的:

Code:

代碼:

- Create GUIs that will be visible when a certain trigger is true (for example in first gif, the player clicks on resource to pop up a new GUI) and/or when player selects a country/state (second and third gifs shows an example to this)

- 製造出被觸發時可見的圖形用戶界面(比如說在第1張動圖裡,玩家點擊資源之後打開了新的界面),以及/或者使界面在玩家選定一個國家/州的時候出現(第2張還有第3張動圖演示的都是這個功能)。

- By default this GUIs are not attached to an existing GUI (like first three gifs) but you can also attach them to existing GUI elements (5th gif has a scripted GUI attached to national focus tree)

- 默認設置之下圖像用戶界面並不會從屬於某個現存的界面(請看前三張動圖),不過你也可以讓它變成從屬關係(第5張動圖裡有一個被編輯過的圖形用戶界面被歸類到國策樹之下)。

- Attach effects to buttons in scripted GUIs, which will be called when player clicks, right clicks on them. You can also attach different effects while user is holding ctrl/alt/shift while left or right clicking

-在圖形用戶界面編輯器里給選項按鈕加上特效,使特效在被點擊時觸發,左鍵點擊或右鍵點擊都行。你也可以給玩家邊按住ctrl/alt/shift鍵邊點擊滑鼠的操作加上特技。

- Attach triggers to buttons that will disable them (for example spells are disabled when you are out of mana)

- 給選項按鈕添加可以使自身失效的觸發器(比如說當元首法力被全部用完之後咒語就失效啦)。

- Attach triggers to buttons/icons/texts to make them visible/hidden with certain conditions (disable research button is only visible when you actually enabled it)

- 給選項按鈕/標誌/文本添加觸發器,並讓它們在特定條件下可/不可見(失效的研究按鈕只有當你真正啟用它時才可見)。

- Use scripted localization in your texts, tooltips, button texts etc. You can also display description of effects you attached in tooltips

- 自定義文本,提示框,選項按鈕文本等諸如此類的玩意兒。你也可以把提示框的簡介特效展示出來。

- A score based AI system that will evaluate your scripted GUIs on an interval you chose and on targets that you have filtered (for targeted scripted GUIs, like meteor swarm spell GUI) and simulate clicking on buttons on the order of scores you have given to them.

- 基於分數的AI系統會依據你所設定的間隔、你所設定的目標來對編輯過的圖形用戶界面進行評估(比如說特定的腳本界面中的「流星雨」界面),還會依據你所設定的分數順序進行模擬點擊。

- It will be available on multiplayer as well!

- 它對多人遊戲也同樣適用!

I created a tutorial on how to use this new system, which can be found on our modding forum following this link. It gives you a much more indepth on how you you can implement this features.

我還做了個新系統使用方法的教程,你可以順著鏈接在我們mod製作論壇上面找到它。教程是對這些新特性的使用方法的深入講解。

If you have question, please tag @shultays and ask away!

有問題的話可以艾特@shultays發問哦。

Reloadable databases

可重新載入的資料庫

This feature was always there, but it was hard to use for our modders. In our development branch, most commonly databases (some folders under common, gui files, yml files etc) are reloadable and automatically reloads when you make an edit on them. After 1.5.2., you can also enable same functionality on our release builds by adding following launch command

這個功能其實一直是存在的,只不過mod製作者都不怎麼會用而已。在我們的開發部門,絕大多數通用的資料庫數據(也就是在common文件夾之下的文件,比如說gui文件,yml文件什麼的)都是可以重新載入的,而且在你編輯之後還會自動重新載入。1.5.2.版本之後,你也可以通過增添以下的指令在已經放出的版本中啟用同樣的功能。

- debug

- 開發模式

After that game will auto reload the database that contains the files you edited. Here is the list of all reloadable stuff:

在這之後遊戲會自動重新載入你編輯過的資料庫。以下是所有可以重新載入的資料庫。

Code:

代碼:

- events

- decisions

- traits

- ai_strategy

- ai_strategy_plans

- on_actions

- scripted_effects

- scripted_triggers

- scripted_localisation

- scripted_guis

- defines

- some gui files

- yml files

Some of them have limitations, so if you are encountering some weird issues I suggest closing and relaunching the game, but otherwise they should work just fine. We are constantly trying to improve this list.

其中的一些代碼還略有不足,所以如果你遇到奇怪的狀況的話你最好還是退出遊戲重新開始吧,不過大部分時候它們應該還是能好好運作的啦。我們一直都有在努力抓蟲子的。

If you want to disable this feature for some reason but keep the other -debug features, you can add -nofilewatcher to launch options.

如果你出於某些原因想要停用這個功能,但同時又想繼續開發的話,你可以加上一條 -nofilewatcher以進行選擇。

So that is all from me for now. From now on I will try to be more active at modding forums and write a couple more tutorials. So see you there!

今天我的部分就到此為止啦。以後我會在mod製作論壇上更加活躍,製作更多的教程。在那見啦!

While we are on the topic of modding we need to talk about dependencies. Sometimes you will want your mod to depend on other mods, and also require a certain loading order. Mods will usually load in alphabetical order of their file names (so the mod last in the list will overwrite the earlier). But some things may affect this so if you need a certain load order and be clear that you have dependencies this needs to be specified by including its full name in the .mod file under "dependencies". There have been bug reports etc about this, probably because we didnt explain properly how it works. The wiki page has been updated, here but essentially this is how to do it:

既然我們在談論mod製作,那就不得不提mod之間的交互性。有時候你想把你的mod構建在另外一個mod之上,同時需要特定的運行順序。一般來說,mod會按照其文件名的字母順序先後運行(這樣的話在列表末端的mod就會覆蓋之前的)。不過如果你對運行順序有特定要求的話,這還是能夠做出改變的。但值得注意的是,如果你想要追求交互性,那就需要把完完整整寫有全名的.mod文件放到「dependencies」這個文件夾中。大概是因為之前並沒有好好解釋它的原理,我們經常會收到類似錯誤報告這樣的東西。鋼4維基頁面已經更新啦,上面有基本的教程。

Code:

代碼:

name="testmodB"

path="mod/testmodb/"

# this guarantees we load testmodA first before our testmodB is loaded

dependencies= {

"testmodA"

}

supported_version="1.5.2"

See you next week!

下星期見啦!

翻譯:zzztotoso 斯普特尼克

校對:萬豪頓 三等文官猹中堂

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