性别保密
UID61453
库银 枚
好友
积分233
阅读权限55
在线时间 小时
最后登录1970-1-1
注册时间2011-8-31
|
本帖最后由 thundersl 于 2011-12-1 10:17 编辑
Making a new campaign map
如何制作新的战役地图
原帖地址:http://forums.totalwar.org/vb/sh ... a-new-campaign-map.
I know there is the research post, but the info there is a bit muddled, and I missed some stuff first time round,
我知道这里有研究专栏,但是信息有点混乱,而且我第一轮漏了某些东西,
so I though I'd start this thread, feel free to add to it if you like. Very little of this is my work, its just a gathering
所以我觉得应该开这个帖;你愿意的话,随意往里加东西。这里很少的东西是我本人的工作,大多是收集
of information.
的一些信息。
Here we go:
我们开始吧
Step one:- Making your Campaign folder.
第一步,建立你的战役文件夹。
Make a new folder in \data\world\maps\campaign\ called my_campaign and copy the entire contents of the
在 \data\world\maps\campaign\下建立名为my_campaign的文件夹,把帝国战役文件夹里所有的东西拷进来。
Imperial campaign into it. Also copy the contents of \data\world\maps\base\ into it.
\data\world\maps\base\ 下的东西也要拷进来。
Now go to \data\text\ and copy the file imperial_campaign_regions_and_settlement_names.txt and rename it
现在到\data\text\下把imperial_campaign_regions_and_settlement_names.txt文件拷贝一份,重命名为
my_ campaign_regions_and_settlement_names.txt Note: This file goes in data\text folder, NOT the campaign folder
my_ campaign_regions_and_settlement_names.txt。注意:这个文件要放在data\text下,而不是那个campaign文件夹。
Now when you run Rome, you should see the option to play a Provincial Campaign in the Single Player menu. Your
现在启动罗马全战,在单人游戏菜单里你应该看到玩地方战役的选项。你的战役
campaign should appear and it should be a playable copy of the Imperial Campaign.
应该显示出来,并且可以像帝国战役一样来玩
Step two:- know the files
第二步,了解文件
In your new folder you should find the following files:
在你的新文件夹里,你应该看到如下文件:
descr_disasters.txt
disaster:灾难
descr_events.txt
event:事件
descr_mercenaries.txt
mercenary:佣兵
descr_regions.txt
region:地区
descr_regions_and_settlement_name_lookup.txt
settlement:城市(愿意为建筑,但最近看了点三国全战的代码,settlement在这里应该是指城池) lookup:查找
descr_strat.txt
strat: stratgy战略,策略?
descr_terrain.txt
terrain:地形
注:以上文件名中的descr我猜应该是description(描述)的缩写
description.txt
description:描述
description_brutii.txt
brutii:南意大利的古人,占据bruttium地区。作为贵族帮助征服希腊和周围地区,在第二次迦太基战争中效力于汉尼拔,此后他们的领地被没收,他们也被征为公共奴隶。
description_julii.txt
julii:应该是姓Julius的人,古罗马贵族
description_scipii.txt
scipii:应该是姓Scipio的人,古罗马Cornelii家族的一支
disasters.tga
disaster:灾难
leader_pic_brutii.tga
leader:领导人
leader_pic_julii.tga
leader_pic_scipii.tga
map.rwm
map_britons.tga
briton:不列颠(英国)
map_brutii.tga
map_carthage.tga
carthage:迦太基
map_climates.tga
climate:气候
map_egypt.tga
egypt:埃及
map_FE.tga
map_features.tga
feature:特征,要素
map_gaul.tga
gaul:高卢(法国)
map_german.tga
german:日耳曼(德国)
map_ground_types.tga
ground:地面 type:类型
map_heights.hgt
height:高度
map_heights.tga
map_illyria.tga
illyria:伊利里亚,南欧巴尔干半岛西部的古国
map_julii.tga
map_parthia.tga
parthia:波斯
map_regions.tga
map_roughness.tga
roughness:粗糙度
map_scipii.tga
map_seleucid.tga
seleucid:塞琉西,亚历山大大帝之后的王国
map_trade_routes.tga
trade:交易,贸易 route:路线
radar_map1.tga
radar:雷达
radar_map2.tga
water_surface.tga
surface:表面
You should now delete: 你现在应该删除以下文件:
map.rwm
map_heights.hgt
(you don’t need to backup as they are just copies from the Imperial Campaign)
这些文件不必备份,它们是帝国战役里拷贝过来的
These are files don’t do anything and can be deleted (as far as I know):
以下文件不要进行处理,据我所知可以删掉(这里不理解,要删掉的话为啥不和上面两个一起说。。。)
description.txt
description_brutii.txt
description_julii.txt
description_scipii.txt
Text files:
文本文件:
descr_disasters.txt
- contains a list of the possible disasters e.g. earthquakes and floods. We don’t need to edit this.
包含可能的灾难列表,例如地震、洪水。这个文件我们不必编辑
descr_events.txt
- this contains a list of pre-defined events that happen in game.
包含游戏里发生的事先设定的事件
descr_mercenaries.txt
- This is where the availability of mercs in certain regions is determined. The pool is the overall area, the regions are
the regions in this area, and the units are the units availiabe in the pool. We will need to edit this later.
这里决定特定地区雇佣佣兵的可能性,佣兵池(类似奖池)是总体地区,。。。我们以后再来编辑这个。
descr_regions.txt
- This is one of the most important files. When we later edit the file map_regions.txt, we will define the areas of the
这是最重要的文件之一。以后我们编辑map_regions.txt是,要利用特定的RGB值来定义行省。
provinces using certain RGB values. In this text file, there is a list of all the provinces on the map. This list also contains
这个文本文件里有含地图上所有行省的列表,列表里同样包含各种信息像地区名称、
info like the name of the region (no spaces but you can use _), the name of the settlement, the default cultures,
(没有空格,但你可以看到下划线_)、建筑名称、默认文化、
the RGB value used to define this region in map_regions.tga, the resources available in that province, the triumph
map_regions.tga文件里用来定义这个地区的RGB值、行省内可得的资源、胜利点值(这个是啥?)
point value and the basic farm level. We will be editing this a lot.
以及基本农业等级。我们要对这些进行很多编辑。
descr_regions_and_settlement_name_lookup.txt
- This should contain a list of all the names of provinces and towns as they are called in descr_regions.txt These aren’t
这个文件包含descr_regions.txt里所有的行省和城池名称列表。这些名称并不是显示在地图上的名称,
the actual names as they will appear on the map, these are just references for the program.
而只是程序里提到的名称。
descr_strat.txt
- This is also one of the most important files. In this file, we choose the factions, set the start/end dates, position 3D
这也是最重要的文件之一。这个文件里,我们选择派系,设定开始/结束日期,摆放战役地图中的3D模型(如奇迹
models on the campmap (e.g. wonders and resources), allocate settlements to factions, set the buildings and place
和资源),给派系分配定居点,设定建筑,安放军队和家族成员。
armies and family members. I go into the format of this a bit later.
我过会再来处理这些格式。
descr_terrain.txt
- This contains the info about the dimensions of the map.
这个文件包含地图的尺寸信息。
Tga files:
tga文件:
disasters.tga
- Contains the locations on the map for the different disasters. This should be the same size as map_regions.tga, which should have the dimensions stated in terrain.txt
包含地图上各地不同的灾难。这应该与(包含了terrain.txt里设定的尺寸的)map_regions.tga一样大。
leader_pic_FACTION.tga
- Where FACTION is the faction name. This is the portrait for the first leader of that faction.
FACTION是派系名,这个文件是派系第一个领袖的肖像。
Map_FACTION.tga
- Where FACTION is the faction name. This is the image that appears when you select a faction to show what sections of the world it owns.
FACTION是派系名,这个文件是你选中派系时显示的派系领土范围的图像。
map_climates.tga
- This is where you set the different climates for the world. There are 12 different climates some of which will become snowed during winter.
这是你设定世界不同气候的文件,有12种不同的气候,其中有些冬天下雪。
The 12 different climates are:
Sub-Arctic - Dark Green RGB(0, 166, 81)
亚北极,暗绿,RGB(红绿蓝三原色系统,用来定义颜色)
Alpine - Green RGB(57, 181, 74)
阿尔卑斯,绿色
Highland - Light Green RGB(141, 198, 63)
高地,浅绿
Swamp - Yellow RGB(255, 242, 0)
沼泽,黄色
Deep Temperate Forest - Light Orange RGB(247, 148, 29)
温带深林,浅橙
Light Temperate Forest - Orange RGB(242, 101, 34)
温带(不很茂密的)森林,橙色
Infertile Temperate Grassland - Red RGB(237, 28, 36)
温带贫瘠草原,红色
Fertile Temperate Grassland - Dark Pink RGB(237, 20, 91)
温带肥沃草原,暗粉
Mediterranean - Pink RGB(236, 0, 140)
地中海,粉色
Semi-Arid - Blue RGB(0, 114, 188)
半干旱,蓝色
Sandy Desert - Dark Purple RGB(102, 45, 145)
沙漠,暗紫
Rocky Desert - Mauve RGB(146, 39, 143) 戈壁,紫红
The dimensions of this file should be twice the size of map_regions.tga + 1 pixel
这个文件的尺寸应该是map_regions.tga两倍+1像素
map_FE.tga
- I’m not sure what this does, it appears to be a map of the world, but it doesn’t look like any of the radar screens.
我不确定这个文件是干嘛的,似乎是世界地图,但不像雷达小地图上的任何一个。
map_features.tga
- This is where you give the position of rivers volcanoes and cliffs. For rivers you define the source, the river and the
这个文件给出河流、火山和悬崖绝壁的位置。对于河流,用不同的RGB值定义源头、河流以及渡口。
crossings using different RGB values. Cliffs are just lines you cannot cross. This should be the same size as
悬崖是不能通过的线。这个文件应该与map_regions.tga(与terrain.txt文件规定的尺寸一致)的尺寸一样。
map_regions.tga, which should have the dimensions stated in terrain.txt
Here are the RGB values:
这里给出RGB值:
River - Blue (0,0,255)
河流 蓝色
Volcano - Red (255,0,0)
火山 红色
Cliff - Yellow (255,255,0)
悬崖 黄色
River Crossing - Light Blue (0,255,255)
渡口 浅蓝
River Source - White (255,255,255)
河源 白色
Rivers cannot go diagonally (i.e. from one pixel to the pixel down and to the right). They must go in steps
河流不能走对角线(如从一个像素到下面的像素再到右面的像素)。它们必须一步一步走
(i.e. from one pixel, down one pixel, across one pixel). You cannot have a square of river (i.e. 2 by 2 pixels)
(如从一个像素到下面一个像素,横越一个像素)。河流不能是方形的(如2像素×2像素),
and a river must have a source. You can have a river that splits, but it cannot re-join itself.
它必须有源头,可以分叉,但分叉后不能自己重新交汇。
map_ground_types.tga
- This is where you set the textures for your campaign map (i.e. Fertile, desert etc). There are 14 different
这里设定战役地图的质地结构(如肥沃、沙漠等)。一共有14种地面类型,
ground types defined using different RGB values. The dimensions of this file should be twice the size of
分别用不同的RGB值定义。这个文件的尺寸应该是map_regions.tga的尺寸两倍加一个像素。
map_regions.tga + 1 pixel
The RGB values are:
RGB值如下:
Fertile Low - Grey-Blue (0, 128, 128)
肥沃低地 灰蓝
Fertile Medium - Light Green (96, 160, 64)
肥沃平地(中等高度) 浅绿
Fertile High - Olive (101, 124, 0)
肥沃高地 橄榄色
Wilderness - Black (0, 0, 0)
荒地 黑色
Mountains High - Light Brown (196, 128, 128)
高山 浅棕
Mountains Low - Brown (98, 65, 65)
低山 棕色
Hills - Olive-Brown (128, 128, 64)
小山 橄榄 棕
Forest Dense - Dark Green (0, 64, 0)
茂密树林 暗绿
Forest Sparse - Green (0, 128, 0)
稀疏树林 绿色
Swamp - Bright Green (0, 255, 128)
沼泽 亮绿
Ocean - Dark Maroon (64, 0, 0)
海洋 暗栗色
Sea Deep - Dark Red (128, 0, 0)
深海 暗红
Sea Shallow - Red (196, 0, 0)
浅海 红色
Beach - White (0, 0, 0)
海滩 白色
map_heights.tga
- This is where the 3D aspect of the campmap is determined.
这里定义战役地图的3D特征
Ground must be shades of gray (Red = Green = Blue i.e. RGB(100 100 100)). The lighter the shade of gray, the higher the point on the campmap.
地面必须为灰色阴影(RGB红绿蓝三个值一样,如RGB(100 100 100))。灰色越浅,这个点在战役地图上越高。
Sea must be shades of blue (Blue = anything, Green = Red = 0). I think it is possible to use any shade of blue,
海面必须是蓝色阴影(蓝值随便,绿=红=0)。我想任意阴暗度的蓝色都可以,
but the existing campaign maps use RGB(0 0 253) so that’s a safe bet.
但现存的战役地图都用RGB(0 0 253),所以这个值是个安全的赌注。
map_regions.tga
- Probably the most important file. It should be the size shown in desr_terrain.txt
可能是最重要的文件,应该与desr_terrain.txt里显示的尺寸一样。
This is where the regions are defined. Each region has a different RGB value which is then stated in descry_regions.txt
这个文件里设定地区。每个地区都有一个不同的RGB值,如我先前所说,这个RGB值记录在descr_regions.txt文件里。
as I said earlier. Each province must have a town shown by a single black pixel RGB(0 0 0). This pixel must not touch
每个行省都必须有一座以黑色(RGB 0 0 0)单像素定义的城池。这个像素一定不能碰到另外的行省。
another province. Ports are shows as a single white pixel RGB(255 255 255). These must be in contact with the sea.
港口以白色(RGB 255 255 255)单像素定义,必须靠海。
Ports are not necessary for the game to run.
游戏的运行无需港口。
Each province must at least a city. This pixel may not touch or corner a different province.
每个行省必须有至少一座城市,这个像素不能接触或与另一个行省呈交角存在。
single pixel with R:0 G:0 B:0
单个像素,RGB值0 0 0(这个用来定义城市)
Ports are not necessary, even for coast provinces.
港口不是必须的,即使是海岸行省。
single pixel with R:255 G:255 B:255
单个像素,RGB值255 255 255(这个用来定义港口)
When making your map, remember these requirements.
制作地图时记着这些要求。
Required landmass
要求的大陆
The engine requires a certain amount of landmass that is relative to the size of the campaign map. If that amount is not present than the campaign will crash before loading.
引擎要求特定数目的大陆,这与战役地图的大小相关。如果数目不够,加载战役之前就会崩溃。
Jerome posted:
杰罗姆贴的:
A few other caveats about regions:
关于地区的另外一些警告:
- they should be 'convex' (one landmass, no inaccessible areas)*
它们必须是“convex凸面的”(一个大陆,没有不能到达的) *
- they should have only one settlement and only one port
它们应当只有一座城市和一个港口
- all land tiles should be part of a known region
所有地面砖块都应该是已知地区的一部分
- each non-sea region should contain at least some fertile tiles
每个非海洋地区都应该至少有一点肥沃土地
- continuous sea surfaces should form one region
连续的海面应该形成一个地区
- the maximum number of regions supported is 200
能支持的最大地区数为200
- the distance between the centres of any two adjacent regions should not exceed 50 tiles*
两个临近地区中心的距离不能超过50块砖(砖相当于前文的像素?)
*: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.
*:不按这样做的话,游戏不会跳出,但AI可能会混乱。
map_roughness
roughness:粗糙度
- When it comes to this file, I am ignorant as to what it does, someone could help me out to finish this guide? I know that it has to be twice the size as map_regions.tga.
这个文件我不大了解,有人能帮我完成这个指南么?我知道这个文件应当是map_regions.tga文件尺寸的两倍大。
map_trade_routes.tga
trade_route:贸易线路
- Again, not sure what this does. It should be the same size as map_regions.tga
再次,我不打确认这个文件是干嘛的,这个文件大小与map_regions.tga一样。
radar_map1.tga
radar:雷达
- This is the minimap for the campaign. It should be the same size as map_regions.tga
这个是战役地图的小地图,这应该与map_regions.tga大小一样。
radar_map2.tga
- This is the map shown during faction selection. It should be twice the size as regions.tga
这个是选择派系时显示的地图,应该是regions.tga的两倍大小。
water_surface.tga
water surface水面
- This is a texture for the surface of the water, you won’t need to edit this.
这是水面的纹理,你不必编辑这个文件。
Step 3:- Editing and adding new provinces (in detail)
第三步:细节讲述编辑和增加新行省
This post seems very long, but reading it once is enough. Once you get the hang of it its easy.
这个贴看起来很长,但看一遍就够了。一旦上手,你会发现这个很容易。
This section of the guide can be a bit hard to follow as at some points you will have to do separate things
指南的这个部分可能有点难于跟上,某些点你必须区分你在编辑行省或者你在增加新行省。
if you are editing provinces or if you are adding a new province. The bits of this guide which are unique to
这部分指南里,编辑行省的独特部分是蓝色的,增加新行省的独有部分是
editing provinces are in blue, and the bits which are unique to adding a new province are in red. Anything
in black applies to both. Hope you can follow it:
红色的,黑色的部分是二者通用的。希望你能跟上。
Editing the size/shape of existing provinces / adding the shape of a new province to the map:
编辑已有行省的大小/形状,或者给地图增加新行省的形状:
If all you want to do is edit the shape/size of a province, this section is enough.
如果你只想编辑行省的大小或形状,那这部分就已经足够了。
To add a new province completely you will have to do this section and the next sections.
要增加全新的行省,你需要把这一部分和下一部分都完成。
There couldn’t be anything easier than editing existing provinces. Adding new provinces is a bit more complicated but the principles are the same. Open up map_regions.tga in a picture editor.
这里没有啥比编辑已存行省更简单了。增加新行省有点更复杂,但是原则是一样的。用图像编辑器打开map_regions.tga。
As you can see, the image consists of a different RGB value representing each province. Each province
正如你所见,图像由代表每个行省的不同的RGB值组成。每个行省里都有一个黑点,
has a black dot in it. This is where the town in that province will appear. There is sometimes a white dot
where ports will appear. Sea is represented by light blue RGB(41 140 233)
这是行省里城池的位置。行省里有时有白点,这是港口的位置。海洋用浅蓝色RGB(41 140 233)代表。
To edit a province simply use the colour of the province you want to edit and change the size and shape of the province.
编辑行省很简单,利用行省的颜色,更改行省的大小和形状
Make sure you use the same RGB value as for the rest of the province, make sure you have at least one
确保你行省的剩下部分用同样地RGB值,确保有且仅有一个
and no more than one black pixel RGB(0 0 0) where the town will be. Remember that this pixel cannot
黑色像素(RGB 0 0 0),这是城池的所在。记着这个像素不能碰到其他行省
touch another province (it must be surrounded by pixels of the colour of the province). Be wary about
(它必须被本行省颜色所包围),更改城池位置时要谨慎,
changing the position of the town. If you place it in an invalid place (i.e. up a mountain) you will get an
error. Ports are not strictly necessary even for coastal provinces. They must touch the sea.
如果你把它放在一个无效位置(如山上)将会出错。即使海岸行省,港口也不是必须的。港口必须接触海洋。
To add a new region just choose a colour (make sure it’s a colour that hasn’’t been used yet) and draw
要增加一个新地区(行省),只需选择一个颜色(确认这个颜色目前还没被用到),画在你的行省里。
in your province. Remember, each province need one and no more than one town (single black pixel),
and remember the recommendations Jerome posted:
记住,每个行省需要且只需要一座城市(单个黑色像素),并且牢记前文杰罗姆贴出的那些建议。
A few other caveats about regions:
关于地区的另外一些警告:
- they should be 'convex' (one landmass, no inaccessible areas)*
它们必须是“convex凸面的”(一个大陆,没有不能到达的) *
- they should have only one settlement and only one port
它们应当只有一座城市和一个港口
- all land tiles should be part of a known region
所有地面砖块都应该是已知地区的一部分
- each non-sea region should contain at least some fertile tiles
每个非海洋地区都应该至少有一点肥沃土地
- continuous sea surfaces should form one region
连续的海面应该形成一个地区
- the maximum number of regions supported is 200
能支持的最大地区数为200
- the distance between the centres of any two adjacent regions should not exceed 50 tiles*
两个临近地区中心的距离不能超过50块砖(砖相当于前文的像素?)
*: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.
*:不按这样做的话,游戏不会跳出,但AI可能会混乱。
If all you’ve done is edit an existing province, make sure you have deleted map.rwm and run the game. The province should be edited.
如果你所做的只是编辑已有行省,确认你删掉了map.rwm文件并且运行游戏。这样行省就编辑好了。
To add a new region carry on to Editing/Adding the culture and resources and stats of provinces step
要增加新地区,继续到编辑或增加文化、资源以及行省统计的步骤。
Nothing new so far, and that should be fairly easy.
迄今为止还没啥新的,这些很简单。
Now for some extra info:
现在来点附加的信息:
Editing / Adding the culture resources and stats of provinces:
编辑或增加文化、资源和行省统计:
To edit / add resources and cultures open up descr_regions.txt.
要编辑或增加资源和文化,打开descr_regions.txt文件。
Here there should be a list of all the provinces on the map. The format for this list goes something like this:
这里应该有地图上所有行省的列表,列表格式大致如下:
Province_Name 行省名
--------- Town_Name 城市名
---------Culture (Faction) 文化(派系)
---------Culture (Rebels) 文化(叛军)
---------Red Green Blue values separated by spaces 红 绿 蓝(RGB值)由空格隔开
---------Resources separated by commas 资源,由逗号隔开
---------Triumph point value 胜利点值(这个具体是啥?。。。)
---------Basic farm level 基本农业等级
Now I’ll go through what each one does:
现在我来讨论以上每一项是干嘛的:
Changing the names of existing provinces as they appear on the campaign map is not done in this file.
想要更改已有行省在战役地图上显示的名字并不是在这个文件里。
The names given here are just references for the program and as you can see contain no spaces
这里的名字只是程序里引用的,名字中间没有空格(可以带下划线_)。
(Though they may contain underscores). I’ll come back to editing names further on.
以后我再回来编辑这些名字。
The cultures define how loyal the people will be to nations that govern them and how they will rebel.
文化定义民众对管理他们的国家的忠诚度,以及他们如何反叛。
Culture (Faction) is the faction to which the people of this province will be most loyal too, i.e. romans_julii.
文化(派系)定义这个行省对哪个派系最忠诚,如romans_julii。
Culture (Rebels) determines which rebel faction the people of the province will join if they rebel.
文化(反叛)决定如果民众反叛的话,他们将加入哪个叛乱派系
A list of all the rebel factions can be found in rebel_factions_descr_enums.txt in the ‘data’ folder.
所有叛乱派系的列表可以从data文件夹下rebel_factions_descr_enums.txt文件里找到。
The RGB value is, as I have already said, the RGB value of that province in map_regions.tga.
RGB值,正如我之前所说,是在map_regions.tga文件里定义这个行省的RGB值。
For editing existing provinces you shouldn’t edit this if you are editing an existing province.
对于编辑已有行省,你不要编辑RGB值
The resources are separated by commas and spaces.. Here is a list of existing resources:
资源由逗号和空白隔开,以下是现存资源的列表:
Normal resources:
自然资源:
iron
铁
wine
酒
marble
大理石
timber
木材
glass
玻璃
gold
金
grain
谷物
lead
铅
amber
琥珀
camels
骆驼
silver
银
textiles
纺织品
pottery
陶器
hides
皮革
olive_oil
橄榄油
elephants
象
camels
骆驼(为啥有两行Camels?)
copper
铜
purple_dye
紫色染料
incense
香料
silk
丝绸
tin
锡
wild_animals
野生动物
slaves
奴隶
dogs
狗
pigs
猪
Hidden resources
隐藏资源
Sparta
斯巴达
If you don’t want the province you are editing to have any resources, simply type ‘none’ here.
如果你不想这个行省有任何资源,在这简单地键入“none”就行。
I don’t know what the triumph point value is.
我不知道胜利点数值是啥(原文作者也不知道,T_T)
The basic farm level is how good at farming this province is. The higher the basic farm level, the
基本农业等级是这个行省的农业水平,基本农业等级越高,建造农业建筑所获得的金钱越多。
more money you will get from building farming buildings.
Here is an example province. Yours should look something like this:
这里是行省的一个例子,你的也应该和这个差不多。
Tribus_Alanni Alanni部落(伊朗游牧民族)
---------Campus_Alanni
---------scythia
---------Alans
---------177 170 58
---------silver, dogs, pigs
---------5
---------3
(举的例子就不翻译了)
To edit the cultures or resources just change the stats and save
编辑文化和资源,只需更改并存储。
To add a new province go to the bottom of the list, and add a new province. Remember:
要增加新行省,到列表最底端来增加。记住:
Province_Name 行省名
--------- Town_Name 城市名
---------Culture (Faction) 文化(派系)
---------Culture (Rebels) 文化(叛军)
---------Red Green Blue values separated by spaces 红 绿 蓝(RGB值)由空格隔开
---------Resources separated by commas 资源,由逗号隔开
---------Triumph point value 胜利点值
---------Basic farm level 基本农业等级
Changing/adding the ownership, town level and buildings in a settlement,
更改或增加派系所属,城镇等级和城池里的建筑,
This part of the guide contains a lot of ‘I think’ could someone please confirm what I’m saying, it will put my mind at rest.
这部分指南包含很多“我想”,如果有人能确认我所说,我就放心了。
Open up descr_strat.txt
打开descr_strat.txt
As I said in the ‘Knowing the Files’ section, in this file it is possible to change the start/end dates, the
正如我在“了解这些文件”部分里所说,在这个文件里可以编辑开始 /结束的时间,以及可玩/不可玩/可解锁的派系。
playable/unplayable/unlockable factions. It is also possible to move around the 3D objects on the map such as the
也可以移动地图上的3D目标,如资源、奇迹,
resources and the wonders of the world. It is also possible to change the armies, family members, agents and family
还可以更改敌人、家族成员、官员(势力栋梁?)以及派系族谱。
tree of a faction. Most of these things will be self evident, but I’m going to skip them to get on to modding provinces.
这些东西中大部分都不言而喻,我直接跳过它们继续编辑行省了。
Some of this will be self evident also, but I want to make this guide as simple to follow as possible so I’m going into detail:
以下的有些也是不言而喻的,但我想尽可能地让这个指南简单易懂易跟进,所以我详细来说:
Scroll down or search for:
往下翻找到:
;>>>> start of factions section
;>>>>派系部分的开始
Here you should see a list of all the factions, within each faction area, there is a list of all the settlements, and then
这里你看到所有派系的列表,每个派系的部分里有所有城池、派系家族所有成员和敌人,然后是他们的官员(势力栋梁?),
a list of all the family members and their armies, then a list of their agents, then a list of their ships and finally the
然后是他们的船只,最后是族谱的信息。
info about their family tree. As I said, I’m going to concentrate on the settlements.
正如我所说,我将着重讲城池部分。
This is the basic format of a settlement (Note, the words in square brackets [] are my explanations:
这时城池的基本格式(注意,方括号[]里的文字是我的解释:
settlement 城池
{
---------level 等级
---------region 地区
---------year_founded 建立年份
---------population 人口
---------settlement_tax 城池税费
---------plan_set 规划 设计
---------faction_creator 派系 创建者
---------building 建筑
---------{
------------------[This is where the list of the buildings go] 这里是建筑列表
---------}
}
The level is the size of the town, i.e. city or large_town. The possible values are:
等级是城池的大小,如城市或大城镇,可能的值为:
village
乡村
town
县城
large_town
大县城
city
城市
large_city
大城市
huge_city
巨城市
The region is simply the province in which the town is.
地区就是简单的城镇所在行省。
I don’t know what year_founded does. All the existing towns have 0 as the value here.
我不知道year_founded(建立年份)是干嘛的,已有的所有城池这个值都是0。
Population is the number of people. If you want your towns to be villiages, then they can have a huge population.
人口是人民数目。如果你的城池是村庄,那人口数可以很巨大。(?村庄为啥是巨大人口数呢?)
I think that with the settlement_tax, the higher the number, the more money you get from taxation
我想,城池税的数值越高,你征税得到的钱越多。
(I think, but it seems that every existing town has a value of 51)
(我琢磨着是,但似乎现存的城池都用51)。
The plan_set is the layout of the town in battle.
plan_set是战斗时城池的规划布置。
The faction_creator determines the appearance of the town, i.e. the barbarian towns look different to the roman ones.
faction_creator决定了城镇的外形,例如野蛮人的城池看起来与罗马人的不同。
The list of buildings takes this format:
建筑列表按照这个格式:
---------building
---------{
------------------Type [Type of building] [Name of building e.g. muster_field]
---------}
---------building
---------{
------------------Type[建筑类型] [建筑名 如校场]
---------}
The type of building is its category as in export_descr_buildings.txt in the ‘data’ folder. This includes:
建筑类型是data文件夹下export_descr_buildings.txt里的种类,包括:
Core_buildings
核心建筑
defenses (notice that CA can’t spell defences)
城墙(注意,Creative Assembly不会拼写defences而写成defenses)(defense是美式英语,defence是英式英语。。。)
barracks
兵营
equestrian
骑兵营
missiles
弓兵营
market
市场
smith
铁匠铺,锻冶厂
port_buildings
港口建筑
health
卫生建筑
hinterland_farms
内陆农场
hinterland_roads
内陆道路
hinterland_mines
内陆矿井
academic
学院
amphitheatres
圆形竞技场
theatres
剧场
despotic_law
法院
caravans
活动房屋,旅行队
taverns
酒馆,客栈
temple_of_battle
战斗神庙
temple_of_battleforge
战斗冶炼神庙
temple_of_farming
农业神庙
temple_of_fertility
肥沃多产神庙(土地肥沃还是生育繁盛呢?)
temple_of_forge
冶炼神庙
temple_of_fun
娱乐神庙
temple_of_governors
统治神庙
temple_of_healing
治疗神庙
temple_of_horse
马术神庙
temple_of_hunting
狩猎神庙
temple_of_justice
正义神庙
temple_of_law
法律神庙
temple_of_leadership
领导神庙
temple_of_love
爱情神庙(居然有这个!!)
temple_of_naval
海军神庙
temple_of_one_god
独神神庙(一个神灵)
temple_of_trade
贸易神庙
temple_of_victory
胜利神庙
temple_of_violence
暴力神庙(。。。)
temple_of_viking
海盗神庙
temple_of_horse2
马术神庙2
The name is its name as in export_descr_buildings.txt
名字与export_descr_buildings.txt里的名字一样。
To add another building just repeat this format. For example:
要增加另一个建筑,只需重复这个格式。例如:
---------building 建筑
---------{
------------------Type barracks muster_field 类型 兵营 校场
---------}
---------building 建筑
---------{
------------------Type core_building governors_villa 类型 核心建筑 乡府
---------}
To edit a province, just scroll down till you find it, or search for the name of the province it is in (e.g. Latium not Rome),
要编辑一个行省,只需向下拖动找到它,或搜索行省名(如拉丁而非罗马),然后更改数值。
and change the stats. Save the file, make sure you’ve deleted map.rwm and run the game.
保存文件。确认你删掉了map.rwm,运行游戏。
To add a new province, find the faction you want to add it to (If you don’t want to give it to a faction add it to slaves)
要增加一个新行省,找到你想把行省归属的派系(如果不想给任何派系,把行省加到奴隶名下)。
and scroll to the bottom of the list. Add your faction using the formatting I gave above:
拖动到列表底部,按照上面我给的格式增加派系
settlement 城池
{
---------level 等级
---------region 地区
---------year_founded 建立年份
---------population 人口
---------settlement_tax 税
---------plan_set 规划
---------faction_creator 派系 创建者
---------building 建筑
---------{
------------------[This is where the list of the buildings go] [这里给出建筑列表]
---------}
}
Now there’s only one more thing to do before you’re province is playable.
你的行省可以玩之前还有最后一件事。
Changing/adding the name of a province as it appears on the campmap
更改/增加战役地图上行省显示的名字
Open up my_campaign_regions_and_setlement_names.txt in the data\text folder.
打开data\text文件夹下my_campaign_regions_and_setlement_names.txt。
Here you should see a list of all the references used by the comp surrounded by curly
这里你应该看到战役里引用的列表,列表项由弯括号{}扩住,
brackets {} and then three indents (tab) and the name that appears in game.
然后是三个tab缩排,然后是游戏里显示的名字。
e.g.
例如
{Britannia_Inferior}---------------------------Britannia Inferior
引用的名字 所谓的三个tab xx 游戏里的名字
To edit the name as it appear on the campmap simply edit the right hand column.
要编辑战役地图上显示的名字,只需编辑右边这一项。
To add your province at the bottom of the list add this (with your own names):
要增加行省,放在列表最下面并加上这个(用你自己的名字):
{my_province}---------------------------My Province
{我的行省引用名}---------------------------我的行省显示名
{my_town}---------------------------My Town
{我的城池引用名}----------------------------我的城池显示名
Save and quit.
保存并退出。
You’re new province should now be working. Make sure you’ve deleted map.rwm and run the game.
你的新行省现在应该起作用了。确认你删掉map.rwm并运行游戏。
Section four: Resizing the campaign map (in detail)
第四部分:重定义战役地图的大小
Resizing your campaign map is a fairly easy procces. First, open up map_regions.tga. Resize the canvas to
重定义战役地图的大小事个很容易的过程。首先,打开map_regions.tga,将画布缩放至你想要的尺寸。
the dimensions you want.
I recommend that you resize from the top right hand corner, as all measurements in descr_strat.txt are
我建议你缩放时从右上角动手,因为descr_strat.txt里,所有的坐标都是从左下角开始的。
measured from the bottom left hand corner. If you want to resize in another direction, you will have to change all the co-
如果你想从另外的方向来动手,你需要更改descr_strat文件里所有的坐标。
ordinates in descr_strat.
I recommend you fill this new area with sea colour. You can always edit it later.
我建议你把新增加的地方用海洋的颜色填满,以后你随时可以编辑。
Now take a note of the new dimensions (in pixels) of map_regions.tga.
现在注意一下map_regions.tga的新尺寸(以像素为单位)
Open up desc_terrain.txt. Here you should see the x and y dimensions of the map.
打开descr_terrain.txt,这里你应该看到地图的x、y方向上的尺寸。
These are the dimensions of the map_regions.tga. Edit these so that they match the size of your map. Save and Quit.
这是map_regions.tga的尺寸,编辑这个使它与你地图的尺寸相符。保存退出。
Now you have to edit these files:
现在你要编辑这些文件:
disasters.tga
灾难
map_climates.tga
气候
map_features.tga
特征
map_ground_types.tga
地面类型
map_heights.tga
高度
map_regions.tga
地区
map_roughness.tga
粗糙度
map_trade_routes.tga
贸易线路
You have to resize them to the right proportions. Remember to resize from the top right hand corner
你要把他们缩放至正确地比例。记得从右上角开始(即把增加的画布放到右上角)
(i.e. add canvas to the top and right hand sides).
Remember the dimensions of the files:
记得这些文件的尺寸:
disasters.tga - The same size as map_regions.tga
灾难 与 map_regions.tga一样尺寸
map_climates.tga - Twice the size of map_regions.tga + one pixel
气候 map_regions.tga两倍+1大小
map_features.tga - The same size as map_regions.tga
特征 与map_regions.tga一样
map_ground_types.tga - Twice the size of map_regions.tga + one pixel
地面类型 map_regions.tga两倍+1大小
map_heights.tga - Twice the size as map_regions.tga + one pixel
高度 map_regions.tga两倍+1
map_roughness - Twice the size as map_regions.tga.
粗糙度 map_regions.tga两倍
map_trade_routes.tga - The same size as map_regions.tga
贸易线路 与 map_regions.tga一样大
radar_map1.tga - The same size as map_regions.tga
雷达1 与map_regions.tga一样
radar_map2.tga - Twice the size of regions.tga
雷达2 map_regions.tga两倍
As in map_regions, you should make this new area sea colour. This is not the same for every file, and some files do
像在map_regions里一样,你要把新地方设为海洋颜色。这一点每个文件不一样,某些文件对海洋不要求特殊颜色。
not require a specific colour for the sea. It should be easy enough for you to do.
这对你来说应当够简单了。
Delete map.rmw, and run the game.
删除map.rmw,运行游戏。
NB: A new map.rmw will be generated every time you run the campaign, you must delete it EVERY time.
每次你运行战役时都产生一个新的map.rmw文件,必须每次都删掉它。
If a new one isn't generated, then it is probably an error in the tga's.
如果没产生新文件,那可能tga文件里有错。
Good Luck,
祝你好运
Myrddraal
这个是作者,不翻译了。。。 |
评分
-
查看全部评分
|