作者vieris (在座的各位都是垃圾)
看板Paradox
标题Re: [HOI3]大家期待一下吧
时间Thu Apr 16 13:55:06 2009
关於我上篇的推文
第七篇开发周记
附上52的翻译(转为繁中)
52该篇原址:
http://0rz.tw/UbmIW
官网:
http://forum.paradoxplaza.com/forum/showthread.php?t=383552
Division design was one of these features that we have always toyed with when
it comes to the Hearts of Iron series, so why add it now? First off we felt
that division design added strategic choices. Secondly we can create, through
standard templates, that the AI likes to use, a means to make different
countries play differently from each other.
师的设计也是自从HOI系列有“师”以来我们一直试图摆弄一下的元素,那麽为什麽现在
把他加上了呢?首先,我们觉得师的设计增加了战略上的选择。其次,我们可以通过标准
范本创建师,而AI也通常这麽做,这也就意味着不同的国家会弄出不同的东西来。
In conception the system is very simple, you can create a division of between
1 and 4 brigades, rising to 5 if you have right doctrine research. Each
brigade increases the cost and combat power of the division. Support
Brigades, like artillery, add no combat width to a division, while primary
brigades, like infantry, increase the combat width. For those of you who have
not been following our Development Diaries, combat width is a measure of how
much space a division takes up. Each brigade also increases the IC, time and
manpower cost of the division. Our first strategic choice is quite simple
less more powerful division or fewer weaker divisions.
系统的概念是十分简单的,你可以建立一个包含1到4个旅(白熊:貌似团更合适,因为4
个旅的师……太大了吧。)的师,如果你研究了相应的学说还可以增加到5个。每个旅都
增加了造价和整师的战斗力。支援旅,比如炮兵,不会增加师的战线宽度,而一个主战旅
,比如步兵,则会增加战线宽度。如果没有看过我们前面的开发日志,那麽这里解释一下
作战正面:是一个衡量一个师占多少地方的度量(白熊:大概一个省堆兵有上限了吧)。
每个旅都增加了组建师所需的IC、时间和人力成本。我们的第一个战略选择很明确,就是
我们是需要少量强力的师,还是一大堆比较菜的师。
However there are deeper choices here, this system allows you to create
highly specialised divisions suitable for a small number of roles or more
generalised divisions which although do not excel anywhere can fight in may
situations. Which do you choose? Each has its advantages, each has its
disadvantages, the choice is yours.
然而一个更加深入的选择是:系统允许你建立极其特别的师来适应一些较少用到的角色,
或者建立一个大众化的师,虽然各方面都不突出但是可以在大部分可能的情况下战斗。那
麽你会如何选择?每种方案都有自己的优缺点,而选择权在你手里。
In order to set up the scenarios with a fair reasonable amount of accuracy we
are going to have to define division templates for the major countries. I
know some of you are going to feel keenly our failure not model the unique
features of the Cuban army and not buy the game, but sadly these are the
tough choices you face when planning development. These templates will be
essential because to be quite frank here it is going to be impossible to
individually script the thousands of divisions you will find in WWII. So as
we have to create these anyway we felt why not put them to another use. The
major powers will have available historical divisions you can choose to
build, instead of having to go through the trouble of designing your own. The
AI will prefer these, and for those of you who want that extra level of
historical immersion you too can choose to use these as well.
为了搭建一个公平合理的剧本我们将为主要国家定义师范本。 我知道你们中有人将敏锐
地察觉到我们没有模仿出古巴军队的独特特点这一失败从而拒绝购买游戏,但是遗憾的是
这就是你制定开发计画的时候必须面对的艰难选 择。这些范本是必须的,因为坦白地说
给二战中你能找到的成千上万个师一个一个写脚本是不可能的事情。因此我们不得不创建
了这些东西,至少我们觉得为什麽不 把他们用在别的地方呢?主要的国家将拥有可用的
历史配置的师级编制供你选择来组建,而不是必须由你自己麻烦地设计。AI更加乐於使用
这些(现成的范本), 而你们之中那些希望获得更高层次的历史感的人也可以选择这麽
做(用历史师级编制范本)。
Now, for the first time in the HoI3 developer diaries, we'll show you a
screenshot of an interface. Here you'll see how the division designer
currently looks like, all accessible at one page.
好,这是HOI3开发日志第一次放出操作介面的截图。这是定义师部队的介面,所有的操作
都可以在当前页面内完成。
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◆ From: 140.113.94.129
1F:推 AGIknight:可以1步兵+4炮兵吗? XD 04/16 14:03
2F:→ Enrik:1步4炮兵....只能拿来当支援部队用吧? 04/16 14:05
3F:推 chikasa:看来基本单位还是师,然後在建造的时候可以选择师的组成? 04/16 14:23
4F:→ nra7346:搞不好有些玩家会搞出纯步、纯炮、纯装甲师~方便集中调度! 04/16 14:25
5F:推 ascendant7:苏联搞过炮兵师这种东西= = 04/16 17:26
6F:推 kuninaka:... 04/16 17:47
7F:推 wt:这样可以做出国府 一个军 = 一个师 = .... XD 04/16 22:02
8F:推 andyjaw:推楼上, 这样更加反应真实情况了 XD 04/17 18:48
9F:推 c22748872:那能仿效川军成立师直属武术大队吗XD 04/18 23:07
10F:→ c22748872:大队长:"我要打十个!!" 04/18 23:15