安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题



In a nutshell, until now the game was based on scripted events that were triggered either when a player drove into the relevant trigger point or after a certain amount of time had elapsed. Now, on procedurally generated maps, where we don’t know who will arrive from where, the AICommander must correctly assess the situation and send the appropriate troops where they’re needed.
We still have a few important matters to sort out regarding procedural missions, such as the balance of which platoons spawn and at what rate the enemy AICommander spawns them. Playing as the Red Army, without the SU-152, we were left with only the KV-1 and T-34 to fight the Tigers and Panthers defending the objective:
Another example of what still needs improving: how should the AICommander determine where to deploy his units, in what formation and at what intervals, and why – depending on whether he is attacking or defending.
Ultimately, we’ll allow players to use transporters and drive them themselves, but let’s be honest – in 1943, these vehicles had far too little armour to engage in any kind of combat against any tank. In our game, only small arms will be unable to penetrate this vehicle’s armour.
On large maps, we want to present players with missions where they mainly have heavy tanks at their disposal and the objective is to clear out fortifications, including enemy infantry. The enemy infantry must then take far greater care than at present not to expose themselves from their trenches; they should not counter-attack at every opportunity, but rather prove to be a tough nut to crack.
This is precisely when mechanised infantry should come to our aid – provided, of course, that we first clear the front line of anti-tank guns, heavy machine guns or enemy tanks. It’s quite a simple way to implement a rock-paper-scissors system and demonstrate that we’re striving to faithfully recreate the combined arms in our game (tanks, artillery and infantry).
Sd. Kfz. 251/2 Ausf. C (81 mm mortar)
In preparation







We’re also releasing an update today – a slightly smaller one, as it mainly contains fixes for the upscaling filters, namely DLSS and FSR. In addition, there are a number of fixes for Maus and the localisation.
We have obtained classified documents published on a gaming forum. These documents reveal that a German super-heavy tank took part in combat on the Eastern Front in 1943. Weighing 188 tonnes, this colossus was hastily built and assembled. Its unique camouflage was painted by a famous watercolor artist. Consequently, we decided that we had to add this tank to make the game more realistic.


In March, we worked on adding a force pool creator. From now on, you can edit the force pool for campaigns as well as for individual missions, including skirmishes. Procedural missions will also be added in the future. You can add units, create new squads or companies for your own forces or for the enemy’s forces. You can also filter vehicles by year, allowing you to build presets for specific time periods or add vehicles that are completely out of place – whichever you prefer. We plan to expand it and allow to have presets as a mods too.
载入中
