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CK3 开发日志3:战争

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IP属地:山东1楼2019-11-13 16:56回复


    IP属地:山东3楼2019-11-13 16:58
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      Men-at-Arms are the equivalent to the Retinues of CK2. They are trained troops that come in several different unit types which excel in their given role. There are base variations available for everyone to recruit, such as Light Cavalry and Heavy Infantry, but the really interesting ones are usually unique to certain cultures or specific regions of the map, though all have their own stats and uses. Speaking of stats, there are four different values present on a Men-at-Arms regiment that you need to keep track off:
      Damage – This is obviously the amount of damage a single soldier of this type is able to inflict on the opponent.
      Toughness – This is how much damage a soldier can take.
      Pursuit – In the aftermath of a battle (more on this below), Pursuit increases the amount of damage you can inflict upon a routing enemy.
      Screen – The opposite of Pursuit, Screen allows you to protect fleeing soldiers from being killed.
      武士相当于CK2中的常备军。他们是训练有素的部队,有几种不同的部队类型,在他们的特定角色中表现突出。每个人都可以招募到不同基数的武士,比如轻骑兵和重步兵,但真正有趣的,通常是特定文化或地图特定区域所特有的部队类型,它们都有独有的属性和用处。说到属性,兵团中的一个武士身上会有四种不同的价值观,你需要时时留心:
      伤害(攻击):这个属性表征了一个士兵对对手造成的伤害。
      韧性(防御):这个属性表征了一个士兵能承受的伤害。
      追击(二次攻击):在战斗结束后(更多内容见下文),追击会增加你对敌人造成的伤害。
      掩护(二次防御):与追击相反,掩护允许你保护逃跑的士兵不被杀害。


      IP属地:山东4楼2019-11-13 16:58
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        IP属地:山东5楼2019-11-13 16:58
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          Not all Men-at-Arms are equal. You will have access to a few immediately from the start and unlock access to additional regiment types as you progress throughout the game. Some will be similar to each other, but may be tailored towards a certain terrain type. Others may just be a straight upgrade, but will in those cases be much more expensive than their weaker counterpart.
          Men-at-Arms allow you to customize your army for any given situation. If you know where or who you will fight, certain Men-at-Arms will be far superior. Is there a lot of hilly terrain in your region? Then Archers are the way to go. Are you facing a lot of cavalry? Bring Pikemen! A smaller army will stand a much higher chance of winning if you bring a Men-at-Arm type that counters those of the enemy. When a regiment is countered, it’s efficiency in battle will drop by, with its Damage output significantly reduced. If the countered regiment is greatly outnumbered by the countering type, efficiency will reduce even further. There’s a limit to how much a Men-at-Arm’s Damage can be reduced though, as to not make your expensive troops completely useless.
          并非所有的武士都是完全一致的。你可以从一开始就获得一些类型的开启权限,并且在整个游戏过程中解锁对其他类型的权限。这种武士类型的不一致,体现在几个方面:有些不同的武士类型彼此间相似,但可能是分别针对特定地形类型设计的;有些不同的武士类型可能只是一个直接升级,但在这些情况下将比他们低等级的对手昂贵得多。
          武士系统允许你根据特定情况定制你的军队。如果你知道你将在哪里或对谁发起战斗,你可以高超的运作你的武士进行战斗。如果战斗地区有很多丘陵地带,那么弓箭手是最好的选择。如果你面对的是万千铁骑,那么带上你的枪兵勇士,带上你的武士可以提高一支规模较小军队的获胜几率。当一支军队被反击时,它在战斗中的效率会下降,其伤害输出会显著降低。如果追击部队的人数大大超过阻击部队,效率就会进一步降低。不过,一个士兵的伤害可以减少多少是有限度的,以免让你昂贵的军队变得毫无用处。


          IP属地:山东6楼2019-11-13 16:59
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            好。


            IP属地:江苏来自Android客户端7楼2019-11-13 16:59
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              Next we have a special kind of Men-at-Arms: Siege Weapons. Medieval warfare was all about sieges. Castles and sieges are very iconic for the time frame, so we felt that it was necessary to have that properly represented. You’ll start off with access to a rather weak catapult, but it will still allow you to besiege holdings faster than without one. Later on, you’ll unlock improved siege weapons, such as trebuchets, that are able to speed up sieges significantly.
              接下来我们有一种特殊的武士团类型登场:攻城武器。中世纪的战争大多是围城战。城堡和围城在当时是非常具有标志性的事件,所以我们觉得有必要将其恰当地表现出来。你可以从一个相当弱的弹射机器开始,但你仍然可以在没有弹射机器的情况下更快地围攻。之后,你将解锁改进的攻城武器,如投石机,它们能够更显著地加快攻城速度。


              IP属地:山东8楼2019-11-13 17:00
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                With armies out of the way, let’s have a look at battles! At the very start of any battle, a combat width is set that decides how many troops are able to fight each other at the same time. The width is set to the relative size of the defender, depending on the terrain type you are fighting in, being larger in flat and open terrain, and smaller in rough terrain and mountains. I would generally advise against attacking larger armies in plains for example…
                The single most important part of a battle is Advantage, which is essentially a modifier that increases the damage of all troops on either side. When a battle starts, all sources of Advantage is taken into consideration. It can come from traits, terrain, buildings, etc. but most importantly, the Martial skill of your Commander. All of these are added together for both sides of the battle. The difference is then added as the Advantage bonus for the side with the higher Advantage.
                有关军队本身的内容先告一段落,再让我们看看战斗!在任何一场战斗开始时,都要设定一个作战宽度(译者:哇EU既视感),决定有多少部队能够同时作战。宽度设置受防御者的相对大小影响,取决于你战斗的地形类型,在平坦开阔的地形中更大,在崎岖的地形和山脉中更小。我一般建议不要在平原上进攻更大的军队,例如…
                一场战斗中最重要的部分就是优势,它本质上是一种修正,增加双方所有部队的伤害。当一场战斗开始时,所有的优势来源都被考虑在内。它可以来自属性,地形,建筑等,但最重要的是,你的指挥官的军事技能。所有这些指标都在战斗中一起计算为各自优势。然后将差额作为具有更高优势的一方的增益奖励。


                IP属地:山东10楼2019-11-13 17:01
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                  Example: Your army has a total Advantage of 40, and attacks an enemy army that has a lousy total of 10. This means that you will have an Advantage bonus of 30 during the battle, which then translates into a rather significant damage bonus for your troops.
                  In addition to the starting Advantage, each Commander also makes a roll every few days in an attempt to increase their Advantage or even it out. This tug of war can be further expanded by various modifiers and traits. For example, the trait ‘Cautious Leader’ will decrease your potential max roll, but also increase your lowest possible roll, trading a high potential for a higher average. These exist to make even battles a tad bit unpredictable, but will rarely be the deciding factor.
                  举个例子:我方军队总优势是40,敌方军队总优势是10。这意味着在战斗中你将获得30点的优势加成,这将转化为我军相当大的伤害加成。
                  除了这种先期优势外,每个指挥官还每隔几天进行一次随机发力,试图增加自己的优势,甚至实现扩大优势。这场竞赛可以通过各种属性进一步扩大。例如,“谨慎之领袖”这一特质会降低你潜在优势的最大值,但也会增加你可能优势的最低值,用高潜力换取更高的平均优势。这些甚至使战争有些不可预测,但很仍很难成为决定因素。


                  IP属地:山东11楼2019-11-13 17:01
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                    Soldiers on the combat line damage the enemy on every tick. When a soldier “dies”, he will be considered to be either a Casualty, or to be Routed. Casualties, you guessed it, are considered dead and will have to be replenished over time. Routed soldiers, on the other hand, are troops that are injured or fled the battle and are added back to the army once the battle is resolved. Battles are resolved once either side runs out of fighting troops.
                    Once the battle is won, it enters the Aftermath phase which lasts for a few days. This is when the victor has the opportunity to chase down and kill any survivors (the Routed troops). As mentioned earlier, this is the time for certain Men-at-Arms to shine. With a high Pursuit you can kill a larger amount of the enemy to really capitalize on your victory. Alternatively, you can have a high amount of Screen to make losing battles less penalizing. Keep in mind that battles will grant you a fairly limited amount of War Score. Which brings us to sieges!
                    作战面上的士兵每一刻都在伤害敌人。当一名士兵“死亡”时,他将被视为阵亡或溃败。阵亡人员被认为已经死亡,而且随着时间的推移不断增加。另一方面,溃败的士兵是在战斗中受伤或逃离的人,一旦战斗结束,他们就会被重新编入军队。一旦双方的作战部队为零,战争即宣告结束。
                    一旦战斗胜利,就会进入持续几天的善后阶段。这时胜利者有机会追杀幸存者(被击溃的部队)。如前所述,某些武士将在这时大放光彩。有了高水平的追击属性,你可以消灭更多的敌人,获得更大的胜利。或者,你可以有高水平的掩护属性,使战败而来的惩罚减少。记住一点,战斗会给你相当有限的战争分数,而围城却会给你更可观的分数!


                    IP属地:山东12楼2019-11-13 17:01
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                      Besieging and occupying enemy holdings is the main way of gaining War Score and winning wars. As mentioned in last week’s map dev diary, Baronies are their own provinces. You will not have to siege all of them in order to occupy a full county or seize your War Goal, only fortified holdings have to be besieged. Castles and County Capitals are all fortified by default, with how difficult it is to besiege these holdings being decided by their Fort Level. Fort Level can be increased by certain buildings and modifiers.
                      Each Fort level increases the amount of Siege Progress you need to get before it gets occupied. You gain a base amount of Siege Progress every tick, which can be increased further by heavily outnumbering the garrison or having Siege Weapons. This constant progress won’t change over the course of a siege. It allows you to know what the maximum duration of the siege will be and you can take that into account as you plan your next move. Sieges also have what we call ‘siege events’, which occur with a fixed interval, and can make the siege progress faster by giving you a one time Siege Progress bonus, or increase your base Siege Progress. Siege Weapons are required to get the ‘breached walls’ event, which in turn allow you to directly assault the holding. This is a risky maneuver since it will cost you troops, at the benefit of vastly increasing your daily Siege Progress.
                      围城和占领是获得战争分数和赢得战争的主要途径。正如在上周的地图开发日记中所提到的,男爵领属于他们自己的省份。你不必为了占领一个完整的国家或夺取你的战争目标而围攻所有的敌人,只需要围攻坚固的据点。城堡和城镇默认都是设防的,围困这些领地的难度取决于它们的堡垒等级。堡垒等级可以通过某些建筑和修正来增加。
                      堡垒等级会增加围城进程的难度,延长攻城进程。你可以在每一次战斗中获得一定数量的攻城进程,并且可以通过大大超过守备部队或者拥有攻城武器来进一步增加。这种持续的攻城进程不会在围城的过程中改变。它允许你知道围城的最大持续时间是多少,你可以在计划下一步行动时考虑到这一点。攻城也有我们所说的“攻城事件”,它以固定的时间间隔发生,并且可以通过给你一次攻城进程增益值来加快攻城进程。攻城武器需要得到“攻击壁垒”事件,这也允许你直接攻城。这是一种冒险的策略,因为它将消耗你的部队,但却能极大地增加你的攻城进程。


                      IP属地:山东13楼2019-11-13 17:02
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                        Being attacked while besieging a holding will make you the attacker of the battle, making you lose out on any usual defender bonuses you would get from the terrain. Sieges are therefore slightly riskier, and assaulting the holding to gain control of it before the enemy attacks might well be worth the cost.
                        A few final words on moving armies around. As I mentioned briefly in last week’s DD thread, major rivers have designated fords for crossing. You can no longer cross them freely as in CK2, and will often have to move your army to find a good place to cross. Beware though, crossing a major river will make you lose Advantage should you engage an enemy in battle on the other side, making river crossings for perfect places to catch your opponent. Along with the increased amount of Impassable Terrain, there are plenty of bottlenecks that you can use to your advantage (pun intended).
                        在围城的时候被攻击会让你成为战斗的攻击者,让你失去任何你从地形中获得的防御加值。因此,围攻的风险稍微大一些,在敌人发起攻击之前攻击据点以获得控制权是值得的。
                        关于军队行动的最后几件事:正如我在上周提到的,主要河流都指定了渡口。你不能再像在CK2中那样自由的穿越它们,并且经常需要调动你的军队去寻找一个合适的地方来穿越河流。不过要注意,如果你在河对岸与敌人交战,穿越一条大河会让你失去优势,因为渡河是战胜敌人的绝佳地点。随着不可通行地形的增加,有很多瓶颈可以利用(双关语)。


                        IP属地:山东14楼2019-11-13 17:02
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                          Chasing armies deep into enemy land is certainly not recommended. Marching into a County controlled by the enemy, that doesn’t border anything you control and is not on the coast, will make your army take a single and quite significant attrition hit. If you have a huge amount of troops to spare though, then perhaps you don’t need to worry about it.
                          Phew. That turned out to be a bit lengthier than expected. I hope you’ve gotten a fairly good (although slightly summarized) picture of what to expect when waging war in Crusader Kings 3!
                          当然,不建议你指挥军队深入敌人的领地。如果进入一个由敌人控制的领土,这个领土没有你控制的边界,也不在海岸上,这将会使你的军队遭受一次相当大的消耗打击。当然如果你有大量的军队可以调遣,你不必担心。
                          本次内容比预期的要长一些。我希望你已经对《CK3》中发动战争时的情况有了一个相当好的(尽管略作总结)了解。


                          IP属地:山东16楼2019-11-13 17:03
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                            原网页:https://www.crusaderkings.com/news/dev-diary-3-war
                            原文中有两张图片我始终不能加载完成,如果谁能将其置于本帖中,将不胜感激
                            另,看到经常翻译的luanmameili事务繁忙,遂潦草写了写,拙译不当之处,企各位绅士们谅解,哈哈


                            IP属地:山东17楼2019-11-13 17:09
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                              赞美翻译庭


                              IP属地:湖南来自Android客户端18楼2019-11-13 17:10
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