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【钢铁雄心4】开发日志2017.9.13——指挥链

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IP属地:广东1楼2017-09-13 21:51回复
    !!


    IP属地:北京来自手机贴吧2楼2017-09-13 21:51
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      敲碗


      IP属地:北京来自Android客户端3楼2017-09-13 21:53
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        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.
        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.
        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.
        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.
        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

        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.

        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.

        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.
        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.
        See you next week when we will be taking a look at national unity...


        IP属地:广东4楼2017-09-13 21:54
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          等待等待


          IP属地:北京5楼2017-09-13 21:56
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            吼啊


            IP属地:辽宁来自Android客户端6楼2017-09-13 21:57
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              等翻译


              IP属地:上海来自Android客户端7楼2017-09-13 21:58
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                貌似搞起高端来,等汉化


                IP属地:福建8楼2017-09-13 22:06
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                  你。。。


                  IP属地:广东来自Android客户端9楼2017-09-13 22:12
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                    厉害了我的天


                    IP属地:广东来自Android客户端10楼2017-09-13 22:12
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                      大家好,经过几周的摸鱼我们终于开始聊正事了。1.5和随之而来的DLC将会让玩家在军团、指挥官和部队上花上更多的精力(而不是当国家后勤总长)。而今天要公布的是指挥链的回归。
                      玩过HOI3的玩家都体会过苏联开局整编一小时的恐怖,这也是我们当初在HOI4里把它砍掉的缘故。当前的HOI4里我们只有一个单层级指挥系统,元帅没有指挥上限而将军有24单位的指挥上限。但这段时间下来我们也意识到把一个二战游戏的指挥链搞得这么粗犷是不合理的。
                      在1.5中,元帅将指挥一个集团军,下辖一定量的军,军由将军指挥。而军区和以往一样只是一个分组用具,没有指挥官和实际指挥系统。总的来说,我们现在的指挥系统变成了 “军区——集团军——军”
                      将军的指挥上限不变,而元帅可统领的军的数量现在也存在限制(超过上限会出现debuff)。
                      顺便一提,这系统还处于早期施工阶段,在今后的开发过程中具体内容可能还会发生变动,比如具体数值啥的(指挥上限),而且我们机智地把顶端UI藏起来了,哈哈你们就猜去吧你们
                      关于划线系统,你可以直接给集团军划线(然后集团军自动给各军分配任务),也可以亲自给每个军划线,如果你同时给两级指挥官划线,将军会选择优先完成直接命令,再完成集团军分配来的任务。同时我们也在试图简化这其中的操作,或许最后我们会再加一个指挥层级,而布置计划的操作则会大大简化。
                      另外眼尖的观众们大概已经发现将领等级数据消失了,他们被攻、防、计划、后勤四个能力值所替代。计划值决定攒计划的速度,而补给值减少后勤所需。元帅给部队的buff能力和将军相比会打一个折扣。
                      指挥链将会是免费更新的一部分,当然我们过几天会讲一些DLC专属的相关内容
                      下周聊聊国家凝聚度。


                      IP属地:广东11楼2017-09-13 22:20
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                        可以,五年计划真的会很快完成吗?我想看看他们搞什么


                        IP属地:四川13楼2017-09-13 22:22
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                          可以哦


                          IP属地:天津来自Android客户端14楼2017-09-13 22:24
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                            看起来还不错
                            至于凝聚力


                            IP属地:天津来自Android客户端15楼2017-09-13 22:25
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