《中世纪2:全面战争》修改教程汇总
本帖最后由 ps906017 于 2011-8-7 14:22 编辑转:
1.一年N回合修改
在\data\world\maps\campaign\imperial_campaign\descr_strat.txt文件。
开头见如下:
start_date 1080 summer
end_date 1530 winter
timescale 2.00
其中这个2.00是指二年1回,一年一回是1.00,一年2回是0.50.......
2.修改主要事件
在imperial_campaign的文件夹里, 打开file :descr_events会看见如下
; ------------ CORE GAME EVENT--------------
event historic gunpowder_discovered 火器的出现
date 160 170 (表示最小和最大回合数)
movie event/gunpowder_invented.bik
event historic mongols_invasion_warn 蒙古入侵
date 128 144(表示最小和最大回合数)
event historic world_is_round 地球是圆的(发现美洲)
date 320 328(表示最小和最大回合数)
event historic timurids_invasion_warn
date 288 304(表示最小和最大回合数) 帖木入侵如果设定最大和最小回合,电脑就会折中取中间数,如果改成一个单数就是固定回合,例如:
event historic gunpowder_discovered 火器的出现
date 1(指1回合发生,注意帖木和蒙古入侵最少要2回合以上,否则会出错)
3.修改国家外交状态和关系恶化速度
在\data\world\maps\campaign\imperial_campaign\descr_strat.txt文件最底下你会见到如:
faction_standings england, -0.2 france, scotland
faction_standings england, -0.6 slave
faction_standings france, -0.2 england
faction_standings france, 0.2 scotland
………………………………………………….
里面的负数是指每回合英国对于右边的势力减少的点数,如果为正数就说明这2国会慢慢自动和好。根据AI补丁的不同,外交总点数也不一样,正常情况是正数,减到负了就自动开战,当然同盟结亲等友好举动会每回合增加外交点数,可以和恶化点数抵消。如果要添加国家就打逗号+空格在后面添加就可以了。修改需要注意的是两国增加或减少的外交点数要一样,例如上面的英国对法国减少0.2,法国对英国也要减少0.2。
再往下会见到如:faction_relationships england, at_war_with slave…….是指两国一开始处于交战状态,游戏原本设置是全部只跟土匪交战,如果你插入添加:
faction_relationships england, at_war_with france,
faction_relationships france, at_war_with england
就使得英国和法国一开始就处于交战状态,如果要一开始同盟就把中间的at_war_with 改成aliied_to就可以了;需要注意的是除了土匪,其它国家要单独加。
4.关于势力AI的修改以ultimate系列AI补丁为例:
在\data\world\maps\campaign\imperial_campaign\descr_strat.txt文件里
各势力的数据在如faction XXXXX的下面,如英国就是:
faction england, trader henry
ai_label catholic
红字是控制该势力如何分配资金的用途,会直接影响该势力的战斗力;蓝字部分是控制该势力的派系AI。
红字部分有如下选:
fortified napoleon,trader smith,religious smith,balanced henry,balanced napoleon,fortified henry,sailor napoleon,comfortable napoleon,balanced mao,trader henry,religious caesar,balanced smith,fortified mao,bureaucrat napoleon,comfortable caesar
balanced stalin,fortified genghis。
A. trader造商人比较多,religious造牧师比较多,balanced均衡花费,sailor船只花费,fortified疯狂花费,comfortable适当花费;
B. napoleon拿破轮式的步兵为主,smith史密斯式内外兼顾,mao毛泽东式的全民皆兵,henry亨利式的精兵型,caesar 恺撒式的步骑配合形,stalin斯大林式的骑兵为主,fortified genghis (隐藏AI,疯狂的成吉思汗,据说很能打)
以上数据组合起来理解就是电脑的军政AI解析,因为在相同派系AI情况下,兵力配制跟扩张时机密切相关的,所以根据各种兵力配制不难看到哪国喜欢后期发威,哪国容易开始扩张,哪国兵多将广…….
蓝字部分有如下选:
catholic是天主教AI,islam是穆斯林AI,orthodox 是东正教AI,papal_faction是教皇特有AI,mongols是蒙古特有AI,slave_faction土匪特有AI,default是最原始的AI
不同阵营的不轻易结盟,蒙古AI是不分阵营照打,教皇的是只自卫不扩张的等等………因为AI补丁经常更新,无法定论,要根据你使用的实际感觉来修改替换好了。
5. 关于武器属性修改在\data下的descr_projectile.txt
开头你会见到:
delay standard 0.0 (标准)
delay flaming 15.0(燃烧)
delay gunpowder 0.0(火枪火光)
是武器开火的延迟时间,越大越久。
在每种武器的名字projectile XXXXX下
damage 对建筑攻击力
damage_to_troops 对部队攻击力
radius 发射物体积
mass 发射物质量(越大敌兵飞的越远越高)
area 有效范围(数字越大溅射效果越壮观,杀伤范围也越大)
accuracy_vs_units 对部队命中率(越小越精确)
accuracy_vs_buildings 对建筑命中率
min_angle 最低射角
max_angle 最高射角
velocity 出膛速度,小的话弹道高但射程近,大则反之
bounce 0.01 0.01 0.93 0.5 弹跳速度(如此4个小数能使炮弹在地面上弹跳4次经过碰撞后面速度在变化)
其中原版的弩不会直射问题是这样修改:
查找projectile后带有crossbow_bolt(弩)的武器名把它们里如:
velocity 20 80中的前一个数字去掉,后面的数字挪上去,改成:
velocity 80这样弩兵在前面遇到自己人或建筑阻挡的时候就不会发射了。
关于开花弹武器修改问题,如果你见到武器名字以:
exploding开头的就是爆炸弹,如:exploding_culverin_shot;
flaming开头的就是燃烧弹,如:flaming_bombard_shot;
把它们拿来替换游戏中火炮的武器,就使得火炮能打开花了。
举个例子:
去data下打开export_descr_unit兵文件,查找如Culverin炮的数据
type NE Culverin下有一行
stat_sec 65, 3, culverin_shot……………….的数据,
把红字部分改为exploding_culverin_shot就行了。
6.兵的修改
在data下export_descr_unit文件
以原版Lancer为例:
type Lancers
dictionary Lancers ; Lancers
category cavalry
(兵种类:骑兵还是步兵还是.......要对应你改的兵种)
class heavy
(兵类型)
voice_type Heavy
(兵的声响类型)
banner faction main_cavalry
(兵种旗帜)
banner holy crusade_cavalry
(变成十字军或发动圣战后的旗帜)
soldier Lancers, 32, 0, 1
(依次为:骑手;兵标准数,坐骑的数量,冲撞质量....骑兵人马合一,故骑为0;大象骑手按比例,想增加枪象上的射手就把前数增加,最大为2人1象,想增加大象就改中间数字;冲撞质量标准为1,增加则提高突破能力。)
mount armoured horse
(坐骑类型)
mount_effect elephant -4, camel -4
(和哪种兵战斗有加成或惩罚多少)
attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight
(兵的属性)
formation 2, 4.4, 3, 6, 2, square, wedge
(兵的前后左右排列和能使用的阵型,红2是指行数,可调整兵的正面火力覆盖;后面分别是初始阵型和可变阵型)
stat_health 1, 0
(依次:人的生命值;坐骑的生命值......注意远射兵器只识别人的生命,所以大象怕远射)
stat_pri 13, 8, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
(依次:主武器攻击;冲锋加成;远程武器名;射程;弹药;交战类型;武器类型;武器声音;近战武器名;动作时间;武器切换速度)
;stat_pri_ex 0, 0, 0
(武器升级变化)
stat_pri_attr no
(主武器属性)
stat_sec 14, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
(依次是次武器:攻击;冲锋加成等.....参照stat_pri)
;stat_sec_ex 0, 0, 0
(次器升级变化)
stat_sec_attr no
(次武器属性)
stat_pri_armour 11, 5, 0, metal
(依次:兵的甲防;技防;盾防;......技防近战有效,对远射无效;盾防正面有效,跑动中无效,原版盾防计算出错,使得防御倒减)
;stat_armour_ex 11, 0, 0, 0, 5, 0, 0, metal
(兵防御的升级变化)
stat_sec_armour 0, 0, flesh
(坐骑防御的升级变化)
stat_heat 6
(疲劳速度,越大越累得越快)
stat_ground 0, -2, -4, 0
(依次:灌木丛,沙地,森林,雪地的攻击和防御加成或惩罚)
stat_mental 11, impetuous, trained
(依次:士气;纪律;训练.......纪律就是会不会乱冲乱跑,训练影响阵型是否容易被打乱)
stat_charge_dist 45
(开始冲锋距离........冲锋时不能变向,但有冲锋加成)
stat_fire_delay 0
(整合队伍时间,影响部队的反映能力)
stat_food 60, 300
(不明)
stat_cost 1, 930, 320, 130, 100, 930, 4, 230
(依次:造兵回合;购买价格;维护费;升级武器费;升级盔甲费;自定义战役费用;多于几队开始罚钱;罚钱的多少)
armour_ug_levels 6
(盔甲升级要求铁匠等级)
armour_ug_models Lancers
(盔甲升级后套用模型)
ownership france
(哪国能造)
era 2 france
(哪国在哪些时期拥有.....era 0为初期;era 1为中期;era 2为后期;注意要按上下顺序依次添加)
;unit_info 13, 0, 16
(凡是前面带;号数据无效)
《常用兵属性列表》:attributes后能用的数据
sea_faring 能上船
can_withdraw 可以撤退
mercenary_unit 雇佣兵
hide_forest 能隐藏在森林中
hide_improved_forest 能良好的隐藏在森林中
hide_anywhere 能隐藏在任何地方
hardy 耐力良好
very_hardy 耐力极佳
can_formed_charge 可列队冲锋
knight 骑士(作用不明)
free_upkeep_unit 在城镇中可免维护费
cantabrian_circle 环形射击
general_unit 将军单位
general_unit_upgrade 后期将军单位
gunpowder_unit 有火枪装弹动作
fire_by_rank 多列轮流射击
gunmen 火枪手,只有第一排可以射击
guncavalry 龙骑兵,只有第一排可以射击
crossbow 十字弓,只有第一排可以射击
start_not_skirmishing 默认关闭自动闪避
stakes 可放置木桩
pike 超长枪
frighten_mounted 惊吓马匹
frighten_foot 惊吓步兵
can_run_amok 会发疯
druid 德鲁依,增加友军士气
artillery 炮兵(武器)
cannon 加农炮(武器)
rocket 火箭(武器名)
mortar 迫击炮(武器)
explode 会爆气
standard 军旗部队(加士气)
is_peasant城市免费
《常用武器属性列表》:stat_pri_attr和stat_sec_attr后能用的数据
ap 破甲,目标的盔甲防御力减半
bp 穿体,远程攻击可以穿过人体打击到后面的人
spear 适用于长矛,对骑兵攻击有加成,对步兵攻击受惩罚
long_pike 适用于超长矛
short_pike适用于短矛
prec远程武器于战斗前投掷(如标枪)
thrown 投掷,远程武器为投掷方式(如标枪)
launching 可以把目标击飞(如大象)
area 大面积伤害即践踏
spear & light_spear 具有防止骑兵正面冲击的各种能力
spear_bonus_x 攻击骑兵有加成
《坐骑mount列表》:mount后能用的数据
pony 最垃圾的马
fast pony 快马
heavy horse 重装战马
mailed horse 初期战马(天主教)
barded horse 游侠战马(天主教)
armoured horse 西欧铁骑(天主教)
eastern armoured horse 东放铁骑(穆斯林和东正教国)
camel 骆驼
elephant 枪象
elephant_cannon 炮象
elephant_rocket 火箭战象
《远射武器列表》:步骑射兵在stat_pri后第3项 ,工程器类在stat_sec后第3项。
弓箭 arrow
火箭 arrow_fiery
弩兵 steel_crossbow_bolt
床弩 ballista
投弹兵nahptha_bomb
龙骑 pistol_bullet
火枪 musket_bullet
风琴炮ribault_shot
怪炮monster_ribault_shot
火箭 rocket
枪象 arquebus_bullet
炮象 elephant_cannon_shot
火箭战象elephant_rocket
mortar炮mortar_shot
bombard炮bombard_shot
culverin炮culverin_shot
basilisk炮basilisk_shot
加浓炮serpentine_shot
射石炮grand_bombard_shot
巨炮 monster_bombard_shot
抛石车catapult(抛射)
抛石器trebuchet(抛射,可燃)
(以下是隐藏武器类)
exploding_culverin_shot 开花弹
exploding_basilisk_shot 开花弹
exploding_cannon_shot 开花弹
flaming_bombard_shot 燃烧弹
flaming_grand_bombard_shot 燃烧弹
fiery_norman_catapult 燃烧
7.移动力修改
在data下的descr_character文件里,例如
type named character(类型:有名字的指挥官)
actions moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower
wage_base 200(维护费)
starting_action_points 180(移动力)
类型列表:
General(无名字的临时指挥官),spy(间谍),assassin(杀手),diplomat(外交官),admiral(舰队司令),princess(公主),merchant(商人),priest(牧师),heretic(异教徒),witch(巫婆),inquisitor(宗教法官)。
查找对应的名字,修改对应说明的数字就可以了。其中最后1个类型名字宗教法官就是大家最厌恶的冷血杀手——必改!
8.换随从交换和属性修改
在data下的export_descr_ancillaries文件里,例如
Ancillary dancer (随从:舞者)
Type Entertain
Transferable 1 (1是可替换,0是不可替换)
Image sex_cheapwoman.tga
Description dancer_desc
EffectsDescription dancer_effects_desc
Effect Subterfuge 2
Effect Piety 1
Effect Command 1
红字是替换修改,把所有的随从和头衔用全替换把0都改成1就可以了。
蓝字部分是我添加的属性,注意上下对齐,前面的空格一样就可以了。
以下是随从和头衔的可添加属性,数字自己改
《随从属性列表》:
Effect CavalryCommand 1 骑兵统帅+1
Effect HitPoints 1 生命点+1
Effect Chivalry -1 骑士精神-1(残暴+1)
Effect Unrest 1 叛乱+1
Effect Piety 1 虔诚+1
Effect Law 1 法律+1
Effect Subterfuge 1 遁辞+1
Effect LocalPopularity 1 人民拥戴+1
Effect Command 1 统帅+1
Effect Attack 1 攻击+1
Effect Defence 1 防御+1
Effect PersonalSecurity 1 安全+1
Effect SiegeDefence 1 守城统帅+1
Effect Fertility 1 生育+1
Effect Trading 5 贸易+5%
Effect TaxCollection 5 税收+5%
Effect MovementPoints 5 移动力+25%
Effect BattleSurgery 10 战后治愈50%
Effect Magic 1 魔法+1
Effect LineOfSight 1 视野+1
Effect Authority 1 权威+1
Effect TroopMorale 1 士气+1
Effect Sabotage 1 破坏+1
Effect Influence 1 影响+1
Effect Charm 1 迷人+1
Effect Violence 1 暴力+1
Effect Construction 10 建造+10
Effect TrainingAgents 1 教育+1
Effect TrainingUnits 1 教育单位+1
Effect Looting 10 掠夺+50%
Effect SiegeAttack 1 围城攻击+1
Effect SiegeEngineering 50 围城建造点+50
Effect Purity -1 纯洁-1
Effect NavalCommand 1 海军统帅+1
Effect GunpowderCommand 1 火枪统帅+1
Effect ArtilleryCommand 1 火炮统帅+1
Effect Construction 1 建筑+1
Effect Farming 1 农业+1
Effect Mining 1 采矿+1
Effect Unorthodoxy 1 非正统+1
Effect Ambush 1 伏击+1
Effect Health 1 健康+1
Effect Finance 1 财政+1
Effect Squalor 1 肮脏+1
Effect Combat_V_Faction_England 1 和英国打仗统帅+1 紫色国名是属性针对国家,可随便替换
9.年龄限制修改:
data下的descr_campaign_db文件
<family_tree>
<max_age uint="90"/>最大年龄的岁数
<max_age_for_marriage_for_male uint="75"/>男的最大结婚年龄
<max_age_for_marriage_for_female uint="40"/>女的最大结婚年龄
<max_age_before_death uint="105"/>最长寿命的年龄
<max_age_of_child uint="10"/>10岁以下称为小孩的年龄
<old_age uint="60"/>60岁以上称为老者的年龄
<age_of_manhood uint="16"/>最小有生值能力的年岭
<daughters_age_of_consent uint="16"/>公主的成年年龄
<daughters_retirement_age uint="40"/>公主进修道院的年龄
<age_difference_min int="-10"/>求婚者的最小年龄比家族未婚者小10岁
<age_difference_max int="30"/>求婚者的最小年龄比家族未婚者大30岁
<parent_to_child_min_age_diff uint="12"/>相隔生最大的孩子和最小的孩子的年龄差距
<min_adoption_age uint="20"/>最小家族人员能收养养子的年龄
<max_adoption_age uint="30"/>最大家族人员能收养养子的年龄
<max_age_for_conception uint="50"/>最大的怀孕年龄
<age_of_manhood_close uint="14"/>最小有生殖能力的男性为14岁
<max_number_of_children uint="4"/>家族每人可生小孩的最大数为4
10.将军腐败金额修改:
data下的export_descr_character_traits文件
找到如下内容:
Trigger corruption1
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 50000
Affects Corrupt 1 Chance 3
Affects Aesthetic 1 Chance 3
Affects ExpensiveTastes 1 Chance 3
Affects Epicurean 1 Chance 3
Affects BadAdministrator 1 Chance 3
;------------------------------------------
Trigger corruption2
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 100000
Affects Corrupt 1 Chance 3
Affects Aesthetic 1 Chance 3
Affects ExpensiveTastes 1 Chance 3
Affects Epicurean 1 Chance 3
Affects Embezzler 1 Chance 3
;------------------------------------------
Trigger corruption4
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 150000
Affects Corrupt 1 Chance 3
Affects Aesthetic 1 Chance 3
Affects ExpensiveTastes 1 Chance 3
Affects Epicurean 1 Chance 3
Affects Embezzler 1 Chance 3
红色数字就是没次腐败的等级要求的储蓄金额上限,自己看着改吧!喜欢改钱的朋友有福了
11.城市人口问题修改:
人口太多会影响城市的稳定,人口太少会影响税收,在不影响外贸和农业收入的情况下处理后期人口问题,首先要对人口上限做修改;用记事本打开data下的descr_settlement_mechanics文件,在最底下会见到
<!-- city -->
<level name="village" base="400" upgrade="400" min="400" max="1500"/>
<level name="town" base="400" upgrade="2000" min="400" max="3500"/>
<level name="large_town" base="2000" upgrade="6000" min="400" max="9000"/>
<level name="city" base="6000" upgrade="12000" min="400" max="18000"/>
<level name="large_city" base="12000" upgrade="24000" min="400" max="36000"/>
<level name="huge_city" base="24000" min="400" max="72000"/>
<!-- castle -->
<level name="moot_and_bailey" base="400" upgrade="0" min="400" max="1500"/>
<level name="wooden_castle" base="400" upgrade="0" min="400" max="3500"/>
<level name="castle" base="1500" upgrade="4500" min="400" max="9000"/>
<level name="fortress" base="4500" upgrade="9000" min="400" max="13500"/>
<level name="citadel" base="9000" upgrade="18000" min="400" max="18000"/>
其中upgrade后的数字代表升级需要人口,400是最小人口,
我们要关心的是,红色数字代表顶级城市人口上限,蓝色数字代表顶级城堡人口上限,因为顶级城堡能变成城市,所以上限最好和升级城市人口要求一致,绿色数字分别代表城市和城堡前一级别的人口上限,这里需要注意的是,“每一级别城市或城堡的人口上限都不能低于前一级的”如果超过必须做相应的调整。根据人口比例大约为1:3,现在,我想把城市人口控制在10万人以内,城堡人口控制在3万人左右修改如下:
<!-- city -->
<level name="village" base="400" upgrade="400" min="400" max="1500"/>
<level name="town" base="400" upgrade="2000" min="400" max="3500"/>
<level name="large_town" base="2000" upgrade="6000" min="400" max="9000"/>
<level name="city" base="6000" upgrade="12000" min="400" max="15000"/>
<level name="large_city" base="12000" upgrade="24000" min="400" max="26000"/>
<level name="huge_city" base="24000" min="400" max="30000"/>
<!-- castle -->
<level name="moot_and_bailey" base="400" upgrade="0" min="400" max="1500"/>
<level name="wooden_castle" base="400" upgrade="0" min="400" max="3500"/>
<level name="castle" base="1500" upgrade="4500" min="400" max="9000"/>
<level name="fortress" base="4500" upgrade="9000" min="400" max="10000"/>
<level name="citadel" base="9000" upgrade="11000" min="400" max="11000"/>
按这样修改好后你会得到最多9万的城市人口,3万多的城堡人口上限,丰富的税收足够你打仗了。
但是,修改完人口上限还没完呢,我们还必须修改城市卫生和治安,否则9万人的压力还是很大的。
打开data下的建筑文件export_descr_buildings,查找顶级城市huge_stone_wall city,在它数据的末尾你会见到如下
wall_level 4
tower_level 1
gate_strength 2
free_upkeep bonus 6
happiness_bonus bonus 3
population_health_bonus bonus 20(人口健康增加的治安)
law_bonus bonus 5(法律增加的治安)
recruitment_slots 3
}
material stone
construction 4
cost 9600
settlement_min large_city
upgrades
红字部分是我添加的属性,根据你的需要对后面的数字做相应的调整,该数字跟游戏中的显示是1:5,也就说如上修改后的人口健康治安是100,法律治安是25,总共是增加了125。
用同样的方法查找citadel castle顶级城堡并做一样的修改,你要是有兴趣可以对每一级的城市或城堡做修改以求更加和谐。
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12.公会建造条件降低难度修改
打开data下的export_descr_guilds文件,你会见到如下内容
Guild assassins_guild(西欧刺客公会)
building guild_assassins_guild
levels 100 250 500
;------------------------------------------
Guild assassins_muslim_guild(穆斯林刺客公会,能造刺客团)
building guild_assassins_muslim_guild
levels 100 250 500
红字数字代表公会分3次升级要求的点数,把数字分别改小就可以降低难度了。
下面你还会见到许多熟细的行会,但是建议最好不要全部都改,要有选择的改,你通常喜欢什么公会就改什么,这样它才会更容易的让你选到。
除了上面的穆斯林刺客公会我再提供些比较有用的公会:
Guild merchants_guild商人公会,只须一个总会,你所有的商人将很快变成中级会员。
如果你喜欢玩火炮的就改Guild alchemists_guild炼金公会,提高炮效果,不喜欢就别改。
Guild thiefs_guild小偷公会,当你的城市老被电脑的间谍搞叛乱的时候,你就知道它有用了,能提高你间谍和反间谍的能力。
Guild explorers_guild探险家公会,提高野外移动力,适合远征用,尤其是十字军。
Guild swordsmiths_guild铁匠公会,升级你的装备。
Guild templars_chapter_house圣殿骑士公会。
Guild teutonic_knights_chapter_house条顿骑士公会。
Guild knights_of_santiago_chapter_house圣地亚哥骑士公会。
Guild horse_breeders_guild养马公会,只须一个总会,你全世界范围的马都升2级。
13.增加商人和传教士
在data下export_descr_buildings文件里分别查找
Market(市场)
Temple(寺庙)
例如你会得到市场的数据如下
building market
{
levels corn_exchange market fairground great_market merchants_quarter
{
corn_exchange city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
agent merchant 0 requires factions { northern_european, }
agent merchant 0 requires factions { middle_eastern, }
agent merchant 0 requires factions { eastern_european, }
agent merchant 0 requires factions { greek, }
agent merchant 0 requires factions { southern_european, }
trade_base_income_bonus bonus 2
agent_limit merchant 1(限制商人1名)
}
material wooden
construction 2
cost 600
settlement_min town
upgrades
教堂数据如下
building temple_catholic(天主教寺庙)
{
convert_to temple_catholic_castle
religion catholic
levels small_church church abbey cathedral huge_cathedral
{
small_church city requires factions { normans, denmark, hre, scotland, france, england, hungary, poland, venice, papal_states, portugal, spain, sicily, milan, }
{
convert_to 0
capability
{
agent priest 0 requires factions { normans, denmark, scotland, hre, france, england, }
agent priest 0 requires factions { hungary, poland, }
agent priest 0 requires factions { papal_states, portugal, spain, sicily, milan, venice, }
happiness_bonus bonus 1
religion_level bonus 1
pope_disapproval 1
agent_limit priest 1(限制牧师1名)
}
material wooden
construction 1
cost 800
settlement_min town
upgrades
把上面红色数据后面的数字1根据你的需求改就可以了;然后继续往下搜索,下面每一级别的建筑也要改
14.远洋大船修改
修改远洋战舰:在\mymod\data下export_descr_unit文件
有些势力如蒙古,帖木,俄罗斯等没大船不能去美国;先在游戏里看看哪些是该势力能造的船,注意一定要本国的船。
以俄国的船 ladya 为例,查找数据如下:
type ladya
dictionary ladya ; Lad'Ya
category ship
class light
voice_type Light
soldier Peasants, 30, 0, 1 (船的耐久,改不改随便)
ship light warship (船的类型:把这个改成 heavy warship )
attributes sea_faring, can_withdraw
formation 50, 50, 75, 75, 1, square
stat_health 1, 0
stat_pri 10, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour0, 4, 0, flesh
;stat_armour_ex 0, 0, 0, 0, 4, 0, 0, flesh
stat_sec_armour0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 5, normal, trained
stat_charge_dist 30
stat_fire_delay0
stat_food 60, 300
stat_cost 1, 570, 150, 100, 100, 570, 4, 140
armour_ug_levels 0
armour_ug_models Peasants
ownership russia
;unit_info 10, 0, 4
如果要改蒙古的船,找到dhow用相同的方法改就可以了。
15.建筑添加新兵,修改十字军骑士和伊斯兰杀手组织能造
如果你能把公会建出来当然能造,不过这里教的是不用公会也能造的修改方法。
打开data下的export_descr_buildings文件,以圣殿骑士为例,我想让圣殿骑士在顶级城市能造,查找Knights Templar得到圣殿骑士的数据位置在
building guild_templars_chapter_house(圣殿骑士公会)
{
convert_to guild_templars_chapter_house
levels templars_minor_ch templars_major_ch templars_hq
{
templars_minor_ch requires factions { england, france, scotland, denmark, hungary, poland, papal_states, milan, sicily, venice, }
{
convert_to 0
capability
{
recruit_pool "Knights Templar" 1 0.4 3 0 requires factions { england, scotland, france, denmark, milan, venice, papal_states, sicily, poland, hungary, }
}
material stone
construction 1
cost 1000
settlement_min city
upgrades
{
templars_major_ch
把红色字那句剪切出来先,再查找huge_stone_wall city(顶级城市,你也可以根据自己喜欢的建筑对应添加)数据如下
huge_stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Conquistadores" 1 0.5 4 1 requires factions { spain, portugal, } and hidden_resource america
recruit_pool "Knights Templar" 1 0.4 3 0 requires factions { england, scotland, france, denmark, milan, venice, papal_states, sicily, poland, hungary, }
recruit_pool "Swiss Guard" 1 0.5 4 0 requires factions { papal_states, }
recruit_pool "Hussars" 1 0.5 4 0 requires factions { poland, hungary, }
recruit_pool "Cossack Musketeers" 1 0.5 4 0 requires factions { russia, }
……………………………………..
像上文这样任意插入粘贴在其它兵数据中间就可以了,注意格式要一致,注意公会有3级,搜索圣殿骑士的名字Knights Templa一路往下找,把公会guild里跟红色那句一样的数据全部删除。
用同样的方法查找、修改、添加医院骑士Knights Hospitaller,圣地亚哥骑士Knights of Santiago,条顿骑士Teutonic Knights,伊斯兰刺客团Hashishim就可以了。
公会里的兵必须删除才能在其它建筑添加建造,所以这么改了之后公会就没用了。
16.给领地添加雇佣军
打开\data\world\maps\campaign\imperial_campaign下的descr_mercenaries文件
例如我要给美洲添加大帆船carrack,查找carrack的位置,它整行数据提取如下
unit carrack exp 0 cost 20000 replenish 0.05 - 0.10max 2 initial 1
然后找美洲,将大帆船数据插入粘贴在其它雇佣军数据中就可以了,如楼下红色字
pool America(美洲)
regions Caribbean_Isles North_America(省:加勒比,北美)
unit carrack exp 0 cost 20000 replenish 0.05 - 0.10 max 2 initial 1
unit Native Mercenaries exp0 cost 300 replenish 0.06 - 0.18 max 4 initial 4
你若喜欢其它什么雇佣军,也也按照这种方法添加去喜欢的地区。
17.间谍动画关闭了怎么办,怎么修改游戏的一些隐藏设置。
请看 medieval2.preference.cfg 设置翻译
medieval2.preference.cfg 在安装目录内 用记事本打开编辑。
每一行为一个选项 =号后面1为打开效果,0为关闭效果,右边空格后括号里的为解释。
"1"表示"是","0"表示"否".
音频
enable = 1音效开关
master_vol = 100主控音量
music_vol = 66音乐音量
provider = Miles Fast 2D Positional Audio音频驱动
sfx_vol = 100声效音量
speech_enable = 1语音启动开关
speech_vol = 100语音音量
sub_faction_accents = 1字幕
摄像机
default_in_battle = rts战役默认视角
move = 59移动速度
restrict = 0限制视角
rotate = 61旋转速度
控制
campaign_scroll_max_zoom = 30战略画面放大画面速度
campaign_scroll_min_zoom = 30战略画面缩小画面速度
keyset = 0自定义快捷键
游戏
advanced_stats_always = 0总是显示顾问
advisor_verbosity = 0顾问的帮助等级
ai_factions = skip观看电脑派系移动(略过)
allusers = 1
auto_save = 0自动保存
blind_advisor = 0禁止顾问
campaign_map_game_speed = 99战略画面时单位移动的速度
campaign_map_speed_up = 0加速战略画面时单位的速度
campaign_num_time_play = 248游戏时间
chat_msg_duration = 10000聊天发言段数
disable_arrow_markers = 1关闭战斗时单位脚下的箭头标记
disable_events = 0关闭战略画面的事件
english = 0
event_cutscenes = 1战略画面发生事件时,出现事件画面
fatigue = 1真实疲劳模式
first_time_play = 0第一次游戏
label_characters = 0人物标签
label_settlements = 1城市标签
micromanage_all_settlements = 1是否手动控制所有城市
morale = 1真实士气模式
mute_advisor = 0无顾问
no_campaign_battle_time_limit = 1无战役时间限制
pref_factions_played = 15
tutorial_battle_played = 1指南战役
tutorial_path = norman_prologue/battle_of_hastings
unit_size = large部队单位大小
use_quickchat = 0使用聊天
多人模式
hotseat_autoresolve_battles = 0
hotseat_disable_console = 1
hotseat_disable_papal_elections = 0
hotseat_save_prefs = 0
hotseat_update_ai_camera = 0
hotseat_validate_diplomacy = 1
网络
use_ip =
use_port = 27750
部队相关设置
SA_cards = show半自动显示
buttons = show按钮显示
full_battle_HUD = 0
radar = show雷达显示
show_tooltips = 1情报显示
unit_cards = show兵牌显示
视频
anisotropic_level = 2各向异性级别
anti_alias_mode = off
antialiasing = 0抗锯齿
assassination_movies = 1暗杀动画
autodetect = 0自动探测
battle_resolution = 1024 768战役分辨力
bloom = 1光晕效果
building_detail = low建筑物细节
campaign_resolution = 1024 768战略分辨力
depth_shadows = 0阴影
depth_shadows_resolution = 0阴影清晰度
effect_quality = normal效果品质
event_movies = 1事件影片
gamma = 134灰度系数
grass_distance = 0草地可视距离
infiltration_movies = 1潜入影片
no_background_fmv = 0无背景动态影像
reflection = 0反射
sabotage_movies = 1破坏设施影片
shader = 2就是那个version1/version2两种效果模式
show_banners = 1显示旗帜
show_package_litter = 0
skip_mip_levels = 1
splashes = 1溅射
stencil_shadows = 0模板阴影(如建筑)
subtitles = 1字幕
terrain_quality = custom地形精细度
texture_filtering = 1品质过滤
unit_detail = high部队细节
vegetation = 1植物
vegetation_quality = high植物精细度
vsync = 1垂直同步
widescreen = 0宽频
1.兵种模型贴图修改
游戏中,不是本国的兵不经过贴图修改即使在兵文件里添加国籍在战场上也会显示为透明,可参照自定义战斗了解各国只能所拥有的兵。
A、贴图修改.
模型贴图修改在\data\unit_models的battle_models文件,用UltraEdit软件可以打开,你会发现数据很乱,我们需要将内容复制出文本进行格式化才能清楚分析数据含义,现以威尼斯弓箭手venetian archers为例,如果我想把它改成英国的弓骑兵,操作如下:
首先用名字查找你会得到数据
16 venetian_archers 1 3 66
unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod0.mesh 121 66
unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod1.mesh 1225 66
unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod2.mesh 6400 1 6 venice 81
unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_venice.texture 81
unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture 47
unit_sprites/venice_Venetian_Archers_sprite.spr 1 6 venice 68
unit_models/AttachmentSets/Final European Archer_venice_diff.texture 68
unit_models/AttachmentSets/Final European Archer_venice_norm.texture 0 1 4 None 11
MTW2_Bowman 15 MTW2_Non_Shield 1 19 MTW2_Bowman_Primary 1 18 MTW2_Sword_Primary 16
-0.090000004 0 0 -0.34999999 0.80000001 0.60000002 20
为了方便研究最好对数字和unit开头进行分段格式化得到数据如下:
16 venetian_archers 1 3
66 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod0.mesh 121(皮肤组合)
66 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod1.mesh 1225 (皮肤组合)
66 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod2.mesh 6400 (皮肤组合)
1 (可用国家数)
6 venice (威尼斯)
81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_venice.texture (威尼斯的衣服细节)
81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
47 unit_sprites/venice_Venetian_Archers_sprite.spr (远景模型)
1 (可用国家数)
6 venice (威尼斯)
68 unit_models/AttachmentSets/Final European Archer_venice_diff.texture
68 unit_models/AttachmentSets/Final European Archer_venice_norm.texture 0
1 (模型1件)
4 None (无马)
11 MTW2_Bowman (弓箭)
15 MTW2_Non_Shield (无盾)
1 (主武器1件)
19 MTW2_Bowman_Primary (主武器弓)
1 (副武器1件)
18 MTW2_Sword_Primary 16(副武器骑士剑)
-0.090000004 0 0 -0.34999999 0.80000001 0.60000002 20
我把本次修改涉及到的地方在括号里标注出来,红色数字是代表后面的数据,数据变动时也必须做相应修改。
16 venetian_archers 1 3
66 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod0.mesh 121(皮肤组合)
66 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod1.mesh 1225 (皮肤组合)
66 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod2.mesh 6400 (皮肤组合)
1 (可用国家数)
7 england (英国)
82 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_england.texture (英国的衣服细节)
81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
50 unit_sprites/england_Mounted_Longbowmen _sprite.spr (远景模型)
1 (可用国家数)
7 england (英国)
68 unit_models/AttachmentSets/Final European Archer_venice_diff.texture
68 unit_models/AttachmentSets/Final European Archer_venice_norm.texture 0
1 (模型1件)
5 Horse (有马)
11 MTW2_Bowman (弓箭)
15 MTW2_Non_Shield (无盾)
1 (主武器1件)
19 MTW2_Bowman_Primary (主武器弓)
1 (副武器1件)
18 MTW2_Sword_Primary 16(副武器骑士剑)
-0.090000004 0 0 -0.34999999 0.80000001 0.60000002 20
通过修改蓝色部分变成英国国籍,再修改紫色部分让步兵上马,其中深紫色部分是套用英国长弓骑兵的远景模型,只要是弓骑的都可以套用,自己看着办就可以了,如果不改这个,离远点就会发现骑兵是站着的;同样的道理,修改火枪骑兵和骑兵下马也可以做到。(需要注意的是,有些兵有升级皮肤也要修改,否则升级变身后就透明了)
B、调整相应的兵数据.
接下来要对兵文件和建筑文件做相应的修改才能让新兵在英国出现,引用原版的兵数据为例
打开data下的export_descr_unit文件查找venetian archers原版数据如下
type Venetian Archers
dictionary Venetian_Archers ; Venetian Archers
category infantry
class missile
voice_type Light
banner faction main_missile
banner holy crusade
soldier Venetian_Archers, 48, 0, 1
attributes sea_faring, hide_forest, can_withdraw
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 0
stat_pri 9, 2, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 11, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 7, 6, 0, metal
;stat_armour_ex 7, 8, 0, 0, 6, 0, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 1, 0, 2, 0
stat_mental 5, normal, trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 610, 150, 75, 55, 610, 4, 150
armour_ug_levels 3, 4
armour_ug_models Venetian_Archers, Venetian_Archers_ug1
ownership venice
era 1 venice
era 2 venice
;unit_info 11, 9, 13
以上是步兵形态的数据,我们把它修改成骑兵形态并更换国籍后如下
type Venetian Archers
dictionary Venetian_Archers ; Venetian Archers
category cavalry(修改步兵类为骑兵类)
class missile
voice_type Light
banner faction main_cavalry(修改弓箭兵旗帜为骑兵旗帜)
banner holy crusade_cavalry(道理同上)
soldier Mounted_Longbowmen, 48, 0, 1(套用英国长弓骑兵骨架,只要是弓骑都行)
mount armoured horse(在这我选用了西欧铁甲马,马类可以任意选)
mount_effect elephant -4, camel -4(骑兵对其它兵的加成参数)
attributes sea_faring, hide_forest, can_withdraw
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 0
stat_pri 9, 2, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 11, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 7, 6, 0, metal
;stat_armour_ex 7, 8, 0, 0, 6, 0, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 1, 0, 2, 0
stat_mental 5, normal, trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 610, 150, 75, 55, 610, 4, 150
armour_ug_levels 3, 4
armour_ug_models Venetian_Archers, Venetian_Archers_ug1
ownership england(英国国籍)
era 1 england(英国国籍)
era 2 england(英国国籍)
;unit_info 11, 9, 13
红字部分是将原来的威尼斯弓箭手修改成骑射手,蓝字部分修是修改国籍;紫色字部分是提醒你它的升级皮肤还没做修改,方法同上(不过要补充下,原版“有些兵”的升级变身顺序是错误的,例如这个威尼斯弓箭手还有英国长弓骑兵都是,所以紫色字部分完全可以删掉),通常,我只选用一个最漂亮的皮肤做修改,其它的从这兵文件去掉,虽然不能升级变身,但是修改方便许多,不用将battle_models文件里的升级皮肤一个个修改了。另外,关于套用骨架一定要根据你修改的兵手持武器类型选相应的套用,比如修改火枪骑射部队可以选神罗的龙骑兵或摩尔的骆驼骑射兵骨架,近战步兵修改随便选种只拿剑的近战骑兵骨架就可以了。
C、在建筑文件添加使得可造.
再下来,我们要对建筑文件做修改才能让新兵在帝国战役可造;
打开data下的export_descr_buildings文件查找Venetian Archers得到一串完整的兵数据如下
recruit_pool "Venetian Archers" 1 0.7 6 0 requires factions { venice, }
把末尾括号的国籍改为:
recruit_pool "Venetian Archers" 1 0.7 6 0 requires factions { england, }
英国就可以在相同的建筑里得到了。
D、添加贴图.
最后,我们还要对贴图文件做修改,否则得到的新兵图片显示为农民!
添加贴图文件在\data\ui下的unit_info(兵种说明图片)文件和units(小图片)文件;
首先要想清楚,步兵修改成骑兵后,再用原来的图片显示就会觉得别扭,比如我现在想用英国的长弓骑兵图片套用,看起来比较顺眼点。
去原文件夹\data\ui\unit_info\england里找到英国长弓骑兵的兵种介绍图片:mounted_longbowmen_info把它另外复制出一份改名为:
威尼斯弓箭手的介绍图片名字venetian_archers_info
再去原文件夹\data\ui\units\england里找到英国长弓骑兵的小图片:
#mounted_longbowmen把它另外复制出一份改名为:
威尼斯弓箭手的小图片名字#venetian_archers
如果你有能力可以自己制作图片那最好,不会做就在游戏里随便找你喜欢的图片套用就可以了。
E、给皮肤文件添加国籍
有些朋友不喜欢修改国籍,希望能添加使用国家,让原来的国家也一样能用,
这回顺着上面的话题来做添加国籍皮肤修改,以龙骑兵为例添加英国国籍,
将数据格式话后兵添加修改如下:
7 reiters1 4
53unit_models/_Units/RN_Half_3Q_Plate/reiters_lod0.mesh 121
53 unit_models/_Units/RN_Half_3Q_Plate/reiters_lod1.mesh900
53 unit_models/_Units/RN_Half_3Q_Plate/reiters_lod2.mesh2500
53 unit_models/_Units/RN_Half_3Q_Plate/reiters_lod3.mesh6400
2 (2个国家能用)
7 england (添加英国使用)
77 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_england.texture (英国细节色)
76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
50 unit_sprites/england_Mounted_Longbowmen_sprite.spr (使用英国长弓骑远景)
3 hre
73unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture
76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
35 unit_sprites/hre_Reiters_sprite.spr
2 (2个国家能用)
7 england (添加英国使用)
65 unit_models/AttachmentSets/Final European CBGun_hre_diff.texture
65 unit_models/AttachmentSets/Final European CBGun_hre_norm.texture 0
3 hre
65 unit_models/AttachmentSets/FinalEuropean CB Gun_hre_diff.texture
65unit_models/AttachmentSets/Final European CB Gun_hre_norm.texture 0
1
5 Horse
14MTW2_HR_Pisto
l
13MTW2_HR_Spear
1
22
MTW2_HR_Pistol_Primary
1
21MTW2_HR_spear_Primary
16-0.090000004 0 0 -0.34999999 0.80000001 0.60000002 11
紫色是修改的地方把原来的1改成2(如果原来有2个国家用,添加时就改成3……),
红色的是添加的数据,复制原来下面的就可以,深红色的是复制后修改的地方。
以下提供一些修改贴图时非常有用的资料
《贴图国籍代号列表》:
4 merc, 4slave, 7 england,6 france,3 hre,5 spain, 6 venice,6 sicily,5 milan,8 scotland,9 byzantium,6 russia,5 moors,5 turks,5 egypt,7 denmark,8 portugal,6 poland,7 hungary,12 papal_states,6 aztecs,7 mongols,8 timurids,6 saxons, 7 normans
如果国籍改成雇佣军代号4 merc再去兵数据attributes后面添加mercenary_unit(雇佣属性),那么兵文件和建筑文件里,随便你把这兵改去哪国都能有颜色了。
《西欧常用细节皮肤国籍代号列表》:
EN_Lmail_Hmail_england 73
EN_Lmail_Hmail_france 72
EN_Lmail_Hmail_hre 69
EN_Lmail_Hmail_denmark 73
EN_Lmail_Hmail_spain 71
EN_Lmail_Hmail_portugal 74
EN_Lmail_Hmail_milan 71
EN_Lmail_Hmail_venice 72
EN_Lmail_Hmail_papal_states 78
EN_Lmail_Hmail_hungary 73
EN_Lmail_Hmail_russia 72
EN_Lmail_Hmail_poland 72
EN_Lmail_Hmail_sicily 72
EN_Lmail_Hmail_scotland 74
RN_Light_Lmail_england 73
RN_Light_Lmail_france 72
RN_Light_Lmail_hre 69
RN_Light_Lmail_denmark 73
RN_Light_Lmail_spain 71
RN_Light_Lmail_milan 71
RN_Light_Lmail_venice 72
RN_Light_Lmail_papal_states 78
RN_Light_Lmail_sicily 72
RN_Light_Lmail_poland 72
RN_Light_Lmail_russia 72
RN_Light_Lmail_hungary 73
RN_Light_Lmail_portugal 74
LN_Lmail_Hmail_england 73
LN_Lmail_Hmail_france 72
LN_Lmail_Hmail_venice 72
LN_Lmail_Hmail_milan 71
LN_Lmail_Hmail_papal_states 78
LN_Lmail_Hmail_sicily 72
LN_Lmail_Hmail_hre 69
LN_Lmail_Hmail_denmark 73
LN_Lmail_Hmail_spain 71
LN_Lmail_Hmail_portugal74
LN_Lmail_Hmail_poland 72
LN_Lmail_Hmail_hungary 73
LN_gothic_RN_plate_england 81
LN_gothic_RN_plate_france 80
LN_gothic_RN_plate_hre 77
LN_gothic_RN_plate_spain 79
LN_gothic_RN_plate_milan 79
LN_gothic_RN_plate_venice 80
LN_gothic_RN_plate_papal_states 86
LN_gothic_RN_plate_scotland 82
LN_gothic_RN_plate_denmark 81
LN_gothic_RN_plate_poland 80
LN_gothic_RN_plate_hungary 81
LN_gothic_RN_plate_portugal 82
LN_gothic_RN_plate_sicily 80
mtw2_LN_halfplate_england 82
mtw2_LN_halfplate_france 81
mtw2_LN_halfplate_hre 78
mtw2_LN_halfplate_venice 81
mtw2_LN_halfplate_denmark 82
mtw2_LN_halfplate_spain 80
mtw2_LN_halfplate_portugal 83
mtw2_LN_halfplate_milan 80
mtw2_LN_halfplate_venice 81
mtw2_LN_halfplate_papal_states 87
mtw2_LN_halfplate_sicily 81
mtw2_LN_halfplate_hungary 82
mtw2_LN_halfplate_poland 81
mtw2_EN_Pplate_england 74
mtw2_EN_Pplate_france 73
mtw2_EN_Pplate_hre 70
mtw2_EN_Pplate_scotland 75
mtw2_EN_Pplate_denmark 74
mtw2_EN_Pplate_milan 72
mtw2_EN_Pplate_venice 73
mtw2_EN_Pplate_papal_states 79
mtw2_EN_Pplate_sicily 73
mtw2_EN_Pplate_poland 73
mtw2_EN_Pplate_hungary 74
mtw2_EN_Pplate_spain 72
mtw2_EN_Pplate_portugal 75
mtw2_EN_Pplate_russia 73
rn_half_3q_plate_england 77
rn_half_3q_plate_france 76
rn_half_3q_plate_hre 73
rn_half_3q_plate_spain 75
rn_half_3q_plate_portugal 78
rn_half_3q_plate_sicily 76
rn_half_3q_plate_papal_states 82
LN_ Brigandine_poland 77
LN_ Brigandine_milan 76
例如上文A部分提到的细节皮肤修改中
82 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_ england.texture
蓝色字部分数据是从列表中查找的。
因为细节皮肤代号太多,这里就不全部列完,比如修改穆斯林的细节皮肤时表中没有,大家可以用相同的方法去查找。
2、中世纪2修改皮肤的方法
鉴于目前已经做过的修改,我就拿增加一种医院骑士的马来做例子。
第一步,打开data目录下的descr_mount.txt文件。在
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; horses
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
后找以下脚本
type barded horse
class horse
model Mount_Barded_Horse
radius 1.8
x_radius 0.8
y_offset 0.7
height 2.5
mass 6
banner_height 0
bouyancy_offset 1.8
water_trail_effect horse_water_trail
root_node_height 1.0
;rider_offset 0.0, 0.45, 0.35
rider_offset 0.0, 0.38, 0.70
这是对游戏中欧洲封建骑士骑的那种马的描述,我们复制一遍后做以下修改,
type hospitaller horse(新的马的名称,兵种文件中用到)
class horse
model Mount_Hos_Horse(马所用的模型类别,对应之后我们要在battle_models.modeldb中新建的模型类别)
radius 1.8
x_radius 0.8
y_offset 0.7
height 2.5
mass 6
banner_height 0
bouyancy_offset 1.8
water_trail_effect horse_water_trail
root_node_height 1.0
;rider_offset 0.0, 0.45, 0.35
rider_offset 0.0, 0.38, 0.70
保存后关闭,这个文件就算完工了。
第二步,用记事本打开data/unit_models目录下的battle_models.modeldb文件(也可以用其他文本编辑器),找到以下内容
18 mount_barded_horse 1.12 3 60 unit_models/Mounts/Barded_Horse/mount_barded_horse_lod0.mesh 121 60
unit_models/Mounts/Barded_Horse/mount_barded_horse_lod1.mesh 1225 60
unit_models/Mounts/Barded_Horse/mount_barded_horse_lod2.mesh 10000 18 7 england 70
unit_models/Mounts/Barded_Horse/textures/horse_barding_england.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 50 unit_sprites/england_Mount_Barded_Horse_sprite.spr 8
scotland 71 unit_models/Mounts/Barded_Horse/textures/horse_barding_scotland.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 51 unit_sprites/scotland_Mount_Barded_Horse_sprite.spr
6 france 69 unit_models/Mounts/Barded_Horse/textures/horse_barding_france.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49 unit_sprites/france_Mount_Barded_Horse_sprite.spr 3
hre 66 unit_models/Mounts/Barded_Horse/textures/horse_barding_hre.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 46 unit_sprites/hre_Mount_Barded_Horse_sprite.spr 7
denmark 70 unit_models/Mounts/Barded_Horse/textures/horse_barding_denmark.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 50 unit_sprites/denmark_Mount_Barded_Horse_sprite.spr 5
spain 68 unit_models/Mounts/Barded_Horse/textures/horse_barding_spain.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 48 unit_sprites/spain_Mount_Barded_Horse_sprite.spr 8
portugal 71 unit_models/Mounts/Barded_Horse/textures/horse_barding_portugal.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 51 unit_sprites/portugal_Mount_Barded_Horse_sprite.spr
5 milan 68 unit_models/Mounts/Barded_Horse/textures/horse_barding_milan.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 48 unit_sprites/milan_Mount_Barded_Horse_sprite.spr 6
venice 69 unit_models/Mounts/Barded_Horse/textures/horse_barding_venice.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49 unit_sprites/venice_Mount_Barded_Horse_sprite.spr 12
papal_states 75 unit_models/Mounts/Barded_Horse/textures/horse_barding_papal_states.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 55
unit_sprites/papal_states_Mount_Barded_Horse_sprite.spr 6 sicily 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_sicily.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49 unit_sprites/sicily_Mount_Barded_Horse_sprite.spr 6
poland 69 unit_models/Mounts/Barded_Horse/textures/horse_barding_poland.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49 unit_sprites/poland_Mount_Barded_Horse_sprite.spr 6
russia 69 unit_models/Mounts/Barded_Horse/textures/horse_barding_russia.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49 unit_sprites/russia_Mount_Barded_Horse_sprite.spr 7
hungary 70 unit_models/Mounts/Barded_Horse/textures/horse_barding_hungary.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 50 unit_sprites/hungary_Mount_Barded_Horse_sprite.spr 5
slave 69 unit_models/Mounts/Barded_Horse/textures/horse_barding_rebels.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 48 unit_sprites/slave_Mount_Barded_Horse_sprite.spr 4
merc 68 unit_models/Mounts/Barded_Horse/textures/horse_barding_mercs.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 47 unit_sprites/merc_Mount_Barded_Horse_sprite.spr 7
normans 70 unit_models/Mounts/Barded_Horse/textures/horse_barding_england.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 50 unit_sprites/normans_Mount_Barded_Horse_sprite.spr 6
saxons 66 unit_models/Mounts/Barded_Horse/textures/horse_barding_hre.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49 unit_sprites/saxons_Mount_Barded_Horse_sprite.spr 0
1 5 Horse 14 fs_heavy_horse 00 0 -1 0 0 0 0 0 0
隔一个空格之后复制一遍,改成以下内容
15 mount_hos_horse 1.12 3 60 unit_models/Mounts/Barded_Horse/mount_barded_horse_lod0.mesh 121 60
unit_models/Mounts/Barded_Horse/mount_barded_horse_lod1.mesh 1225 60
unit_models/Mounts/Barded_Horse/mount_barded_horse_lod2.mesh 10000 18 7 england 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 50
unit_sprites/england_Mount_Barded_Horse_sprite.spr 8 scotland 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 51
unit_sprites/scotland_Mount_Barded_Horse_sprite.spr 6 france 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49
unit_sprites/france_Mount_Barded_Horse_sprite.spr 3 hre 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 46
unit_sprites/hre_Mount_Barded_Horse_sprite.spr 7 denmark 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 50
unit_sprites/denmark_Mount_Barded_Horse_sprite.spr 5 spain 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 48
unit_sprites/spain_Mount_Barded_Horse_sprite.spr 8 portugal 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 51
unit_sprites/portugal_Mount_Barded_Horse_sprite.spr 5 milan 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 48
unit_sprites/milan_Mount_Barded_Horse_sprite.spr 6 venice 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49
unit_sprites/venice_Mount_Barded_Horse_sprite.spr 12 papal_states 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 55
unit_sprites/papal_states_Mount_Barded_Horse_sprite.spr 6 sicily 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49
unit_sprites/sicily_Mount_Barded_Horse_sprite.spr 6 poland 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49
unit_sprites/poland_Mount_Barded_Horse_sprite.spr 6 russia 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49
unit_sprites/russia_Mount_Barded_Horse_sprite.spr 7 hungary 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 50
unit_sprites/hungary_Mount_Barded_Horse_sprite.spr 5 slave 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 48
unit_sprites/slave_Mount_Barded_Horse_sprite.spr 4 merc 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 47
unit_sprites/merc_Mount_Barded_Horse_sprite.spr 7 normans 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 50
unit_sprites/normans_Mount_Barded_Horse_sprite.spr 6 saxons 66
unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture 69
unit_models/Mounts/Barded_Horse/textures/horse_barding_normal.texture 49
unit_sprites/saxons_Mount_Barded_Horse_sprite.spr 0 1 5 Horse 14 fs_heavy_horse 00 0 -1 0 0 0 0 0 0
其中的66 unit_models/Mounts/Barded_Horse/textures/horse_barding_hop.texture就是我们一会要新建的贴图文件名,66代表之后内容有多少个字符。保存后退出。第三步,我们要改贴图了。解压出data\unit_models\mounts\barded_horse\textures\horse_barding_hre.texture文件,当然其他国家的也可以,复制一份,重命名成horse_barding_hop.texture。接下来用论坛一位前辈制作的转换工具TextureConvertor将horse_barding_hop.texture文件转换成horse_barding_hop.dds文件,就可以用ps加载插件之后打开编辑了。编辑完成之后,再将horse_barding_hop.dds转换回horse_barding_hop.texture即可。
第三步,在medieval2.preference.cfg里加上
file_first = true
再把文件改回只读即可,添加新的马匹大功告成。改兵种贴图的也是大致如此。
最后,我们修改data文件夹下的export_descr_unit.txt,让我们的医院骑士骑上新的马,找到Knights Hospitaller,把mount后面改成我们新建的hospitaller horse即可,完工。
3.关于兵的优化
因为不同的兵优化方式不一样,在此我根据类型用“国际上最流行的修改”分别举例~
打开data下的export_descr_unit文件
A.双手兵类——苏格兰双手斧头兵
type Galloglaich Mercs
dictionary Galloglaich_Mercs ; Galloglaich
category infantry
class heavy
voice_type Heavy
accent Scottish
banner faction main_infantry
banner holy crusade
soldier Janissary_Heavy_Inf,48, 0, 1.2(没下双手补丁就把手手斧骨架换成新军的)
attributes sea_faring, hide_forest, hardy,can_withdraw, mercenary_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 0
stat_pri 17, 6, no, 0, 0, melee, melee_blade,slashing, axe, 30, 0.35(双手类武器优化)
;stat_pri_ex 0, 0, 0
stat_pri_attr ap
stat_sec 0, 0, no, 0, 0, no, melee_simple,blunt, none, 0, 0.35(步兵近战短兵器优化)
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour5, 4, 0, metal
;stat_armour_ex 5, 0, 0, 0, 4, 0, 0, metal
stat_sec_armour0, 0, flesh
stat_heat 4
stat_ground 1, -2, 3, 2
stat_mental 9, normal, trained
stat_charge_dist 40
stat_fire_delay-2500 (步兵类阵型比较紧密,整理阵型参数)
stat_food 60, 300
stat_cost 1, 380, 180, 90, 70, 380, 4, 90
armour_ug_levels 2
armour_ug_models Galloglaich
ownership slave, scotland
era 0 scotland
era 1 scotland
;unit_info 17, 0, 9
另外说下,双手BUG只在双手斧类兵身上,双手剑没事,不用改。B.骑兵类——枪骑兵Lancers
type Lancers
dictionary Lancers ; Lancers
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade_cavalry
soldier Lancers, 32, 0, 1
mount armoured horse
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, hardy,can_withdraw, can_formed_charge, knight
formation 2, 4.4, 3, 6, 2, square, wedge
stat_health 1, 0
stat_pri 13, 8, no, 0, 0, melee, melee_blade,piercing, spear, 0, 0.35(骑兵枪类武器优化)
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 14, 4, no, 0, 0, melee, melee_blade,piercing, sword, 30, 0.35(骑兵近身武器优化)
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour11, 5, 0, metal
;stat_armour_ex 11, 0, 0, 0, 5, 0, 0, metal
stat_sec_armour0, 0, flesh
stat_heat 6
stat_ground 0, -2, -4, 0
stat_mental 11, impetuous, trained
stat_charge_dist 20(减少骑兵冲锋距离可以提高反映速度)
stat_fire_delay-20000(骑兵最好的整队参数优化)
stat_food 60, 300
stat_cost 1, 930, 320, 130, 100, 930, 4, 230
armour_ug_levels 6
armour_ug_models Lancers
ownership france
era 2 france
;unit_info 13, 0, 16C.骑射类——长弓骑兵Mounted Longbowmen
type Mounted Longbowmen
dictionary Mounted_Longbowmen ; Mounted Longbowmen
category cavalry
class missile
voice_type Light
banner faction main_cavalry
banner holy crusade_cavalry
soldier Mounted_Longbowmen, 32, 0, 1
mount pony
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, hardy,can_withdraw, cantabrian_circle, no_custom
formation 2, 4.4, 3, 6, 3, square
stat_health 1, 0
stat_pri 7, 2, arrow, 120, 25, missile,missile_mechanical, piercing, none, 0, 0.35(骑射武器优化)
;stat_pri_ex 0, 0, 0
stat_pri_attr ap
stat_sec 8, 3, no, 0, 0, melee, melee_blade,piercing, sword, 30, 0.35(骑兵近战武器优化)
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour5, 5, 0, metal
;stat_armour_ex 5, 6, 8, 0, 5, 0, 0, metal
stat_sec_armour0, 0, flesh
stat_heat 4
stat_ground 0, -2, -4, 0
stat_mental 5, normal, trained
stat_charge_dist 20(减少骑兵冲锋距离可以提高反映速度)
stat_fire_delay-20000(骑兵最好的整队参数优化)
stat_food 60, 300
stat_cost 1, 770, 210, 100, 75, 770, 4, 190
armour_ug_levels 2, 3, 4
armour_ug_models Mounted_Longbowmen,Mounted_Longbowmen_ug1, Mounted_Longbowmen_ug2
ownership england
;unit_info 8, 7, 10D.步射类——法国苏格兰卫队Scots Guard
type Scots Guard
dictionary Scots_Guard ; Scots Guard
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier Scots_Guard, 48, 0, 1.2
attributes sea_faring, hide_forest, very_hardy,can_withdraw
formation 1.2, 1.2, 2.4, 2.4, 3, square
stat_health 1, 0
stat_pri 9, 3, arrow, 160, 30, missile,missile_mechanical, piercing, none, -45, 0.35(步射类兵的优化参数,
前面的-45你可以从0~ -300之间选,各MOD的参数差距太大就不定了)
;stat_pri_ex 0, 0, 0
stat_pri_attr ap
stat_sec 12, 3, no, 0, 0, melee, melee_blade,piercing, sword, 0, 0.35(步兵近战武器优化)
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour8, 9, 0, metal
;stat_armour_ex 8, 0, 0, 0, 9, 0, 0, metal
stat_sec_armour0, 0, flesh
stat_heat 6
stat_ground 1, -2, 3, 2
stat_mental 11, normal, highly_trained
stat_charge_dist 30
stat_fire_delay-100000(方便步射类散开射击的流行参数)
stat_food 60, 300
stat_cost 1, 800, 175, 100, 75, 800, 4, 200
armour_ug_levels 4
armour_ug_models Scots_Guard
ownership france
era 2 france
;unit_info 12, 9, 17E.攻城类武器优化——Serpentine炮
type NE Serpentine
dictionary NE_Serpentine ; Serpentine
category siege
class missile
voice_type Light
banner faction main_missile
banner holy crusade
soldier NE_Serpentine_Crew, 16, 2, 1
engine serpentine
attributes sea_faring, hardy, can_withdraw,gunpowder_unit, cannon, artillery
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 6, 3, no, 0, 0, melee,artillery_gunpowder, piercing, knife, 0, 0.35(步兵近战武器优化)
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 65, 3, serpentine_shot, 450, 36,siege_missile, artillery_gunpowder, blunt, none, 25,1(攻城类武器的这项参数就没必要修改了)
;stat_sec_ex 0, 0, 0
stat_sec_attr ap, bp, launching
stat_pri_armour4, 4, 0, leather
;stat_armour_ex 4, 0, 0, 0, 4, 0, 0, leather
stat_sec_armour0, 0, flesh
stat_heat 1
stat_ground 0, 0, 0, 0
stat_mental 9, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay0(攻城类部队整队参数也没必要修改)
stat_food 60, 300
stat_cost 1, 700, 150, 90, 70, 700, 4, 170
armour_ug_levels 1
armour_ug_models NE_Serpentine_Crew
ownership france,hre, denmark
era 2 france,hre, denmark
;unit_info 6, 0, 8F.象炮部队优化
type Elephant Artillery Mercs
dictionary Elephant_Artillery_Mercs ; Elephant Artillery
category cavalry
class heavy
voice_type Heavy
accent Mongolian
banner faction main_cavalry
banner holy crusade_cavalry
soldier Elephant_Artillery_Crew, 12, 6, 1
mounted_engine elephant_serpentine
mount elephant_cannon
mount_effect horse +4, camel +2
attributes sea_faring, hardy, can_withdraw,can_run_amok, frighten_foot, frighten_mounted, gunpowder_unit, mercenary_unit
formation 7, 11, 13,16, 2, square
stat_health 1, 6
stat_pri 28, 3, elephant_cannon_shot, 350, 20,missile, artillery_gunpowder, piercing, none, 150,0.35(象炮的参数优化)
;stat_pri_ex 0, 0, 0
stat_pri_attr ap, bp
stat_sec 10, 9, no, 0, 0, melee, melee_simple,piercing, none, 25, 0.35(大象近战参数优化)
;stat_sec_ex 0, 0, 0
stat_sec_attr area, launching, ap
stat_pri_armour16, 7, 0, flesh
;stat_armour_ex 16, 0, 0, 0, 7, 0, 0, flesh
stat_sec_armour13, 3, flesh
stat_heat 2
stat_ground 0, 0, -6, 0
stat_mental 9, normal, trained
stat_charge_dist 30
stat_fire_delay150000(大象近战时散乱的参数)
stat_food 60, 300
stat_cost 1, 2750, 350, 400, 400, 2750, 4, 680
armour_ug_levels 0
armour_ug_models Elephant_Artillery_Crew
ownership slave
;unit_info 10, 28, 23
以上是列举各类兵的些修改参数,具体你可以分为精锐和非精锐部队对参数做调整。其中,武器参数越小越好,整队时间的参数越小越快,越大越慢。
正式开始!
首先,我们要先修改最为简单的export_descr_unit.txt文件! 这个文件在Medieval II Total War\data下面!
查找“gothic_knights”(哥特骑士的英文名字)如果要想查找其他的兵种,可以参考伟大的黄龙兵种手册!
然后看到这个程序:
type Gothic Knights
dictionary Gothic_Knights ; Gothic Knights
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade_cavalry
soldier Gothic_Knights, 32, 0, 1
mount dragon armoured horse
mount_effect elephant -4, horse +6
attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight, frighten_foot
formation 1, 3.4, 3, 6, 2, square, wedge
stat_health 1, 0
stat_pri 14, 11, no, 0, 0, melee, melee_blade, piercing, spear, -25, 0.1
;stat_pri_ex 0, 0, 0
stat_pri_attr spear_bonus_4
stat_sec 13, 4, no, 0, 0, melee, melee_blade, blunt, mace, -25, 0.1
;stat_sec_ex 0, 0, 0
stat_sec_attr ap
stat_pri_armour11, 6, 6, metal
;stat_armour_ex 10, 0, 0, 0, 5, 0, 0, metal
stat_sec_armour0, 0, flesh
stat_heat 9
stat_ground 0, -3, -8, 0
stat_mental 15, low, trained
stat_charge_dist 55
stat_fire_delay-30000
stat_food 60, 300
stat_cost 1, 1400, 450, 130, 100, 1300, 4, 250
armour_ug_levels 6
armour_ug_models Gothic_Knights
ownership hre
era 2 hre
;unit_info 13, 0, 15
看到了么?而我们要做的事情则很简单,只要把ownership hre和era 2 hre后面的hre改成伟大的“scotland”就行了!
改完后,就是这个样子!
type Gothic Knights
dictionary Gothic_Knights ; Gothic Knights
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade_cavalry
soldier Gothic_Knights, 32, 0, 1
mount dragon armoured horse
mount_effect elephant -4, horse +6
attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight, frighten_foot
formation 1, 3.4, 3, 6, 2, square, wedge
stat_health 1, 0
stat_pri 14, 11, no, 0, 0, melee, melee_blade, piercing, spear, -25, 0.1
;stat_pri_ex 0, 0, 0
stat_pri_attr spear_bonus_4
stat_sec 13, 4, no, 0, 0, melee, melee_blade, blunt, mace, -25, 0.1
;stat_sec_ex 0, 0, 0
stat_sec_attr ap
stat_pri_armour11, 6, 6, metal
;stat_armour_ex 10, 0, 0, 0, 5, 0, 0, metal
stat_sec_armour0, 0, flesh
stat_heat 9
stat_ground 0, -3, -8, 0
stat_mental 15, low, trained
stat_charge_dist 55
stat_fire_delay-30000
stat_food 60, 300
stat_cost 1, 1400, 450, 130, 100, 1300, 4, 250
armour_ug_levels 6
armour_ug_models Gothic_Knights
ownership scotland
era 2 scotland
;unit_info 13, 0, 15
当然这仅仅只是万里长征的第一步!还有更加艰难的战斗在后面等着大家!
然后我们就要来修改最为复杂,也就最为艰难的battle_models.modeldb文件了!
同样!查找“Gothic_Knights”,可以看到以下程序:
14 gothic_knights
1 4
62 unit_models/_Units/LN_Gothic_RN_Plate/gothic_knights_lod0.mesh 121
62 unit_models/_Units/LN_Gothic_RN_Plate/gothic_knights_lod1.mesh 900
62 unit_models/_Units/LN_Gothic_RN_Plate/gothic_knights_lod2.mesh 2500
62 unit_models/_Units/LN_Gothic_RN_Plate/gothic_knights_lod3.mesh 6400
1
3 hre
77 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_hre.texture
80 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_normal.texture
49 unit_sprites/hre_NE_Late_Bodyguard_ug1_sprite.spr
1
3 hre
63 unit_models/AttachmentSets/Final Special Heads_hre_diff.texture
63 unit_models/AttachmentSets/Final Special Heads_hre_norm.texture 0
1
5 Horse
13 MTW2_HR_Lance
12 MTW2_HR_Mace 2
21 MTW2_HR_Lance_Primary
14 fs_test_shield 2
17 MTW2_Mace_Primary
14 fs_test_shield
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
哇!看起来好复杂!
但是! 我们只要修改其中的一个小小的部分就可以了!
大家请看:这个程序里面有两个地方出现“3 hre ”
这里聪明的玩家应该已经看出来了吧!很简单就是和第一步一样,要改动模型的附属国家!所以我们只要把两个“3 hre ”都修改成“8 scotland ”就可以了。
但是!肯定会有人问,为何是8 scotland而不是3 scotland 或者4 scotland呢?
很简单, scotland 有8个字母,而hre却只有3个子母,所以么......
这样一个兵种基本上就修改好了,但是!大家别急,如果想要在帝国会战中使用,还要修改最后一步!
就是export_descr_buildings.txt
还是一样先查找“GothicKnights”
然后看到“ recruit_pool "Gothic Knights"1 0.3 31requires factions { hre, }”
接下来的任务大家应该都很清楚了吧!
把{ hre, } 里面的hre修改成{scotland, }就大功告成了
这样!一个伟大的苏格兰哥特骑士就诞生了!
想想看,如果当年苏格兰有这么强悍的骑兵!华莱士就不会......
有没有将军的修改啊?我喜欢用西班牙的阿方索国王 打仗经常用它 可只敢在后面督战 太容易死了根本不敢上前杀敌
怎么修改将军或者修改阿方索的将军卫队? 有米有可玩派系修改啊 支持一下 支持一下 楼主支持你,顶 你这都是黑白的。。。。
草!还我两金币
尼玛 啊!还我五金币!!! 还我五金币!!!
这个我很是喜欢,感谢楼主 不错~楼主辛苦了! 俸禄和进贡在哪里修改 支持一下 不错~楼主辛苦了!
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