让大炮与自火再次伟大MAGA
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О материале
«让大炮与自火再次伟大MAGA» — материал мастерской Hearts of Iron IV. Альтернативная история, фокусы и модификации стратегии. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
花费了我大半年的时间,翻阅各种历史资料对比参考,终于完成MOD更新,可喜可贺~~~ 本MOD尽可能的在符合游戏背景的情况下去实现真实历史数据的模拟,一切改动都是经过无数次参考文献的对照和对比原版数据参考进行修订的。内容涉及很多,且由于P社底层逻辑限制,很多设定无法完全还原,只能尽可能的模拟。欢迎大家提出符合逻辑和史实参考的修正建议和BUG反馈,爱你们哟~~~~
MOD内容介绍: 1.调整火炮及装甲科技树。将火箭炮科技提前至1936年。为火箭炮、超重型火炮分类增加了攻击力提高的升级。坦克重型榴弹炮提前至与中型榴弹炮同一年,并新增改进型重型榴弹炮。下放一些陆地巡洋舰武器到超重型火炮里。 2.根据历史资料参考,调整了所有火炮及装甲火炮的营连级装备需求数量。火炮和自行火炮毎营数量为12,支援连为4。防空炮营级为12,支援连6;自行防空炮轻型为24,中型18,重型和现代12,超重支援为4。反坦克炮与自行反坦克炮统一营级为36门,支援连为12门。 3.参考史实资料与坦克配件的数据,调整了火炮、防空炮、反坦克炮和超重型榴弹炮(德国M1 355mm攻城榴弹炮)及超重型自行榴弹炮(德国卡尔臼炮)的数据。由于P社没有明显区分不同口径和型号的火炮,而是简单且离谱的使用年份来区分,所以我无法在不进行大改的情况下完美还原历史。最终我选择妥协了一部分。(后续可能计划考虑添加重型防空炮和重型反坦克炮) 主要以游戏中的火炮科技页面的装备的历史资料为参考。所有火炮均主要以德国的参数作为标准。造价以1游戏单位对标1万帝国马克为参考。考虑到不同口径的火炮在历史中需求数量不同,比如75mm步兵炮或105mm榴弹炮通常一营需要24或者36门,而150mm口径重型榴弹炮只需要12门。因此,我只能妥协地通过调整价格来模拟数量的不同,比如说一门德国75mm步兵炮造价7000帝国马克=0.7游戏造价单位,我设定游戏中基础型/1级火炮造价为0.7×3≈2造价单位;德国105mm榴弹炮造价15000帝国马克=1.5游戏造价,所以改进型/2级火炮造价为1.5×2=3游戏造价;德国150mm榴弹炮造价45000帝国马克=4.5游戏造价;博福斯轻型防空炮与德国88mm Flak 36重型防空炮也同样以此为参考最终设定价格。反坦克炮由于历史上是随甲弹对抗升级而逐步升级的所以只用单件装备造价为数据。 注:先进型/3级防空炮游戏中装备图片与名称为88mm Flak 41,我为了游戏平衡而套用了Flak 36的数据,对装甲杀伤和穿透能力有较大提升。而反坦克炮由于战争初期普遍都是37mm小口径,所以反坦克炮的造价成本以及穿甲深度均有降低。 4.火炮营连级单位均微弱提高了其组织度,HP则根据其摩托化和装甲化程度有较大提高,以此模拟现实中的火炮在客观上提高了部队生存能力的表现(压制、反制敌军)并对P社将火炮与步兵同样算作承受伤害的单位的平衡。 5.列车炮造价降低,超重型列车炮参考克虏伯公司对古斯塔夫列车炮收取的费用800万帝国马克为参考设定为800游戏造价单位。
配套MOD(重坦大炮加强): https://steamcommunity.com/sharedfiles/filedetails/?id=2990123253
It took me half a year to read all kinds of historical materials for comparison reference, and finally completed the MOD update, which is gratified ~~~ This MOD as far as possible in line with the context of the game to achieve the simulation of real historical data, all changes are after countless reference reference and comparison of the original data reference for revision. The content involves a lot, and due to the underlying logic limitations of P society, many Settings cannot be completely restored, and can only be simulated as far as possible. Welcome to submit logical and historical reference to fix suggestions and BUG feedback, love you ~~~~
MOD content introduction:
- Adjust arty and armor tech trees. Advanced rocket technology to 1936. Added an upgrade to improve attack power for rocket artillery and super heavy artillery classification. The tank heavy howitzer was advanced to the same year as the medium howitzer, and an improved heavy howitzer was added. Drop some Land cruiser weapons into the super-heavy guns.
- Adjusted the number of battalion level equipment requirements for all guns and armored guns based on historical references. The number of artillery and self-propelled artillery per battalion is 12, and the number of support companies is 4. Anti-aircraft artillery battalion level 12, support company 6; Self-defence guns are 24 light, 18 medium, 12 heavy and modern, and 4 overweight support. The number of anti-tank and self-propelled anti-tank guns is 36 at the battalion level and 12 at the support company level.
- According to the historical data and the data of tank accessories, the data of artillery, anti-aircraft gun, anti-tank gun, super heavy howitzer (German M1 355mm siege howitzer) and super heavy self-propelled howitzer (German Karl mortar gun) are adjusted. Since the P society does not clearly distinguish between different caliper and models, but rather simply and outrageously uses years, I can't perfectly restore the history without making major changes. In the end, I chose to compromise in part. (There may be plans to consider adding heavy anti-aircraft guns and heavy anti-tank guns.) It is mainly based on the historical information of the equipment on the ARTY technology page in the game. All guns are mainly based on German parameters. The cost is based on a game unit of 10,000 imperial marks. Considering that the number of guns of different caliber has been different in history, for example, 75mm infantry guns or 105mm howitzers usually need 24 or 36 per battalion, while 150mm heavy howitzers only need 12. Therefore, I can only compromise by adjusting the price to simulate the difference in quantity. For example, a German 75mm infantry gun costs 7000 Reich Mark =0.7 game cost units, and I set the cost of the basic/level 1 artillery in the game to 0.7×3≈2 cost units; German 105mm howitze cost 15000 Reich Mark =1.5 game cost, so the cost of improved/level 2 artillery is 1.5×2=3 game cost; German 150mm howitzer cost 45000 Reich Mark =4.5 game cost; The Bofors light AA gun and the German 88mm Flak 36 heavy AA gun were also used as a reference to set the final price. Because the anti-tank gun has been upgraded gradually with the increase of armor and ammunition resistance in history, only the cost of one piece of equipment is used as the data. Note: In the Advanced/Tier 3 AA gun game, the armament picture and the name is 88mm Flak 41. I used the data of Flak 36 for the balance of the game, which has a great improvement in armor killing and penetration. As the anti-tank guns were generally 37mm in caliber at the beginning of the war, the cost and penetration depth of the anti-tank guns were reduced.
- The artillery battalion and company units have slightly improved their organizational degree, while HP has greatly improved according to their motorized and armored degree, so as to simulate the reality of artillery, objectively improve the performance of the survivability of the troops (suppressing and counteracting the enemy), and to balance the P society that artillery and infantry are equally regarded as units that bear damage.
- The cost of train gun is reduced. The cost of super heavy train gun is set to 800 units of game cost based on the 8 million imperial marks charged by Krupp for Gustav train gun.
Supporting MOD (Enhanced Heavy Tank and Artillery) : https://steamcommunity.com/sharedfiles/filedetails/?id=2990123253
Как установить и запустить
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