Making a new campaign map(制作一个新的战役地图)大总结
咳咳,吸取上次的教训,做出改进1)网址:http://forums.totalwar.org/vb/sh ... -a-new-campaign-map
2)这次的翻译超过95%都会是我自己翻译的(已经做出改进了,网友们不要再质疑)
3)格式将会是汉英汉英。。。
以下就是我要翻译的文章:
I know there is the research post, but the info there is a bit muddled, and I missed some stuff first time round, 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 of information.
我知道那里有一篇研究文章,但是那篇文章却十分模糊。我在读第一次的时候没有看懂一些东西,所以我想我应该发表这篇主题,如果大家认为它需要改进的话请指点。这篇文章的大部分都不是我做的,这只是我收集到的资料。
Here we go:
Step one:- Making your Campaign folder.
Make a new folder in \data\world\maps\campaign\ called my_campaign and copy the entire contents of the Imperial campaign into it. Also copy the contents of \data\world\maps\base\ into it.
现在出发:
第一步:制作你的战役文件夹
在\data\world\maps\campaign\里,创建一个新文件夹,命名为 my_campaign 。之后,复制在Imperial campaign 的全部内容到my_campaign里,另外并复制 \data\world\maps\base\ 里的文件到里面。
Now go to \data\text\ and copy the file imperial_campaign_regions_and_settlement_names.txt and rename it my_ campaign_regions_and_settlement_names.txt Note: This file goes in data\text folder, NOT the campaign folder
现在去\data\text\ 然后复制imperial_campaign_regions_and_settlement_names.txt 的文件夹并重命名它:my_ campaign_regions_and_settlement_names.txt 。注:那个文件夹放到data\text ,并不是战役文件夹。
Now when you run Rome, you should see the option to play a Provincial Campaign in the Single Player menu. Your campaign should appear and it should be a playable copy of the Imperial Campaign.
现在,当你运行罗马,你应该能看到在单人游戏中的战役选项栏。你的战役栏应该出现然后必须是可以运行的。
Step two:- know the files
In your new folder you should find the following files:
在你的新文件夹,你应该可以找到以下的文件夹:
descr_disasters.txt
descr_events.txt
descr_mercenaries.txt
descr_regions.txt
descr_regions_and_settlement_name_lookup.txt
descr_strat.txt
descr_terrain.txt
description.txt
description_brutii.txt
description_julii.txt
description_scipii.txt
disasters.tga
leader_pic_brutii.tga
leader_pic_julii.tga
leader_pic_scipii.tga
map.rwm
map_britons.tga
map_brutii.tga
map_carthage.tga
map_climates.tga
map_egypt.tga
map_FE.tga
map_features.tga
map_gaul.tga
map_german.tga
map_ground_types.tga
map_heights.hgt
map_heights.tga
map_illyria.tga
map_julii.tga
map_parthia.tga
map_regions.tga
map_roughness.tga
map_scipii.tga
map_seleucid.tga
map_trade_routes.tga
radar_map1.tga
radar_map2.tga
water_surface.tga
You should now delete:
你应该删除以下文件:
map.rwm
map_heights.hgt
你不需要备份。
These are files don’t do anything and can be deleted (as far as I know):
这些文件是我发现没有任何用处并可以删除的:
description.txt
description_brutii.txt
description_julii.txt
description_scipii.txt
Text files:
descr_disasters.txt
- contains a list of the possible disasters e.g. earthquakes and floods. We don’t need to edit this.
包括一系列的灾害。例:地震,洪水。我们不需要编辑此文件。
descr_events.txt
- this contains a list of pre-defined events that happen in game.
这个包括一系列的设定好的剧情。
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.
这个是可雇用的佣兵(在指定地盘)。这个汇总是全面的地图,界限是在这块地区的界限,而且单位是指在指定地盘里可雇用的。我们等下需要编辑这个。
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 provinces using certain RGB values. In this text file, there is a list of all the provinces on the map. This list also contains info like the name of the region (no spaces but you can use _), the name of the settlement, the default cultures, the RGB value used to define this region in map_regions.tga, the resources available in that province, the triumph point value and the basic farm level. We will be editing this a lot.
这个是最重要的文件之一。当我们等下修改文件map_regions.txt,我们需要定位省区的地盘用指定的RGB值。在这个文件,那里有在地图上的全部省区的列表。这个列表也包括内容:省区的名字(没有空格但可以用_),统治者的名字,指定文化。RGB值是用来定义那片地区在map_regions.tga,在地区里的可用资源,胜利点的价值(?)和基本农田水平。我们将会修改这个文件很大的一部分。
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 the actual names as they will appear on the map, these are just references for the program.
这个应该包括一系列的城市/县名在descr_regions.txt。那里不是真正的在地图上显示的名称,那只是程序的参考文件。
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 models on the campmap (e.g. wonders and resources), allocate settlements to factions, set the buildings and place armies and family members. I go into the format of this a bit later.
这也是一个很重要的文件夹。在这里,我们选择派别,设定开始/结束日期,3D模型(历史遗迹和资源),分配派别定居点,设置的建筑物和地方军队和家庭成员。我在后期将会修改这个。
descr_terrain.txt
- This contains the info about the dimensions of the map.
这个包括关于地图的尺寸信息。
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
包括在地图上会发生的灾害的地点。这个应该是和map_regions.tga的同样的尺寸。←应该包括在terrain.txt
描述的尺寸。
leader_pic_FACTION.tga
- Where FACTION is the faction name. This is the portrait for the first leader of that faction.
Faction 是派系的名字。这是那个派别的第一任领导人的图像。
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 是派系名字。这个是当你选择一个派系(例子:曹操,孙权),以表明它拥有世界部分显示的图像(大地图占领区域啦)
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.
这是你在世界里应该创建的不同的气候。那里有12种不同的气候。有的会在冬天变成下雪。
The 12 different climates are:
12种气候:
Sub-Arctic - Dark Green RGB(0, 166, 81)
Alpine - Green RGB(57, 181, 74)
Highland - Light Green RGB(141, 198, 63)
Swamp - Yellow RGB(255, 242, 0)
Deep Temperate Forest - Light Orange RGB(247, 148, 29)
Light Temperate Forest - Orange RGB(242, 101, 34)
Infertile Temperate Grassland - Red RGB(237, 28, 36)
Fertile Temperate Grassland - Dark Pink RGB(237, 20, 91)
Mediterranean - Pink RGB(236, 0, 140)
Semi-Arid - Blue RGB(0, 114, 188)
Sandy Desert - Dark Purple RGB(102, 45, 145)
Rocky Desert - Mauve RGB(146, 39, 143)
此处用翻译机器:
亚北极 - 暗绿色RGB(0,166,81)
阿尔卑斯 - 绿色RGB(57,181,74)
高地 - 浅绿色的RGB(141,198,63)
沼泽 - 黄色RGB(255,242,0)
深温带森林 - 浅橙色的RGB(247,148,29)
温带森林 - 橙光的RGB(242,101,34)
不孕温带草原 - 红色RGB(237,28,36)
肥沃的温带草原 - 深粉红色RGB(237,20,91)
地中海 - 粉红色RGB(236,0,140)
半干旱 - 蓝色RGB(0,114,188)
沙地沙漠 - 暗紫色RGB(102,45,145)
石漠化 - 紫红色RGB(146,39,143)
The dimensions of this file should be twice the size of map_regions.tga + 1 pixel
文件的尺寸将会是(map_regions.tga +1像素) 的尺寸的两倍
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.
我不确定这个到底是什么,它所呈现的是世界的地图,但是他看起来却不像雷达屏幕上的任何东西。
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 crossings using different RGB values. Cliffs are just lines you cannot cross. This should be the same size as map_regions.tga, which should have the dimensions stated in terrain.txt
- 这是你给出河流、火山和悬崖的坐标。你定义河流的来源时,河流和界线用不同的RGB值。悬崖是你不能越过的线。这应该是和map_regions.tga相同的大小,并有着在terrain.txt所提到的尺寸。
Here are the RGB values:
这里便是RGB值:
River - Blue (0,0,255)
Volcano - Red (255,0,0)
Cliff - Yellow (255,255,0)
River Crossing - Light Blue (0,255,255)
River Source - White (255,255,255)
河 - 蓝色(0,0,255)
火山 - 红色(255,0,0)
悬崖 - 黄色(255,255,0)
河隧道 - 淡蓝色(0255255)
黄河源 - 白色(255,255,255)
Rivers cannot go diagonally (i.e. from one pixel to the pixel down and to the right). They must go in steps (i.e. from one pixel, down one pixel, across one pixel). You cannot have a square of river (i.e. 2 by 2 pixels) and a river must have a source. You can have a river that splits, but it cannot re-join itself.
河流不可以斜穿。它们必须一步一步的走。You cannot have a square of river (i.e. 2 by 2 pixels) (?)然后河流必须有着一个源头。你可以分开成为两个河流,但不能合并回去。
map_ground_types.tga
- This is where you set the textures for your campaign map (i.e. Fertile, desert etc). There are 14 different ground types defined using different RGB values. The dimensions of this file should be twice the size of map_regions.tga + 1 pixel
这是您为您的战役地图(即肥沃,沙漠等)设置的的纹理。14种不同的地形有着不同的RGB值。这个文件的尺寸应该是map_regions.tga+1个像素的两倍大小
The RGB values are:
RGB值:
Fertile Low - Grey-Blue (0, 128, 128)
Fertile Medium - Light Green (96, 160, 64)
Fertile High - Olive (101, 124, 0)
Wilderness - Black (0, 0, 0)
Mountains High - Light Brown (196, 128, 128)
Mountains Low - Brown (98, 65, 65)
Hills - Olive-Brown (128, 128, 64)
Forest Dense - Dark Green (0, 64, 0)
Forest Sparse - Green (0, 128, 0)
Swamp - Bright Green (0, 255, 128)
Ocean - Dark Maroon (64, 0, 0)
Sea Deep - Dark Red (128, 0, 0)
Sea Shallow - Red (196, 0, 0)
Beach - White (0, 0, 0)
肥沃的低 - 蓝灰色(0,128,128)
肥沃的中 - 浅绿色(96,160,64)
肥沃的高 - 橄榄油(101,124,0)
荒野 - 黑(0,0,0)
山高 - 浅棕色(196,128,128)
低 - 布朗山(98,65,65)
山 - 橄榄 - 布朗(128,128,64)
森林茂密 - 暗绿色(0,64,0)
森林稀疏 - 绿色(0,128,0)
沼泽 - 亮绿色(0,255,128)
海洋 - 深褐色(64,0,0)
深海 - 暗红色(128,0,0)
海浅 - 红(196,0,0)
海滩 - 白色(0,0,0)
map_heights.tga
- This is where the 3D aspect of the campmap is determined.
这里是3D(?)
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. Do not use RGB(0 0 0), the game takes this to be water, use RGB(1 1 1) for the lowest heights.
地面必须被涂成灰色。灰色越淡,campmap的点越高。不要用RGB(0 0 0)游戏把他设定成水,RGB(1 1 1)才是最低点。
Sea must be shades of blue (Blue = anything, Green = Red = 0). I think it is possible to use any shade of blue, but the existing campaign maps use RGB(0 0 253) so that’s a safe bet.
海必须是涂成蓝色。我想它可以是各种蓝色,但用RGB(0 0 253)是最保险的
map_regions.tga
- Probably the most important file. It should be the size shown in desr_terrain.txt
一般上是最重要的文件。尺寸应该和desr_terrain.txt里一样。
This is where the regions are defined. Each region has a different RGB value which is then stated in descry_regions.txt 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 another province. Ports are shows as a single white pixel RGB(255 255 255). These must be in contact with the sea. Ports are not necessary for the game to run.
这里是地区的定位的文件。每个地区有不同的RGB值(在descry_regions.txt 里提到的)。每个省区必须有一个城市是显示一个黑色像素RGB(0 0 0)。那个像素不可以接触到任何其他的省区。港口是用白色像素RGB(255 255 255)。港口必须接触到大海。港口是可有可无的。(不影响游戏)
Each province must at least a city. This pixel may not touch or corner a different province.
single pixel with R:0 G:0 B:0
每个省区至少要有一个城市。像素不可以碰触到其他的省区。
单像素 R:0 G:0 B:0
Ports are not necessary, even for coast provinces.
港口是不必要的,就算是沿海城市。
single pixel with R:255 G:255 B:255
单像素R:255 G:255 B:255
Required landmass
需要的陆地
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.
机器需要一个指定的陆地面积并和战役地图的大小相对。如果那个面积不存在,(电脑会爆掉)
Jerome posted:
A few other caveats about regions:
- they should be 'convex' (one landmass, no inaccessible areas)*
- they should have only one settlement and only one port
- all land tiles should be part of a known region
- each non-sea region should contain at least some fertile tiles
- continuous sea surfaces should form one region
- the maximum number of regions supported is 200
- the distance between the centres of any two adjacent regions should not exceed 50 tiles*
关于地区的一些其他注意事项:
- 他们应该是“凸”(陆地,没有人迹罕至的地区)
- 他们应该只有一个(settlement 我忘了怎么翻译。。。是指在那里的居住者)和一个港口
- 所有的土地应该是已知区域的一部分
- 每个非海地区至少应包含一些肥沃的瓷砖
- 连接的的海面应形成一个地区
- 地区的最大面积是200
- 任何两个相邻地区的中心之间的距离不应超过50砖
*: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.
(太长了。。意思就是要遵从以上指令)
map_roughness
- 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.
当我碰到这个文件,我忽略了他的用处。有人可以帮我完成这个指南么?我只知道它应该是map_regions.tga.的两倍大小。
map_trade_routes.tga
- Again, not sure what this does. It should be the same size as map_regions.tga
又来了,不确定它的用处。应该和map_regions.tga一样大
radar_map1.tga
- This is the minimap for the campaign. It should be the same size as map_regions.tga
这个事战役的小地图。应该和 map_regions.tga一样大
radar_map2.tga
- This is the map shown during faction selection. It should be twice the size as regions.tga
这个是在势力选择时出现的地图。应该是regions.tga的两倍大
water_surface.tga
- This is a texture for the surface of the water, you won’t need to edit this.
这个是水的纹理。你不需要编辑这个。
Step 3:- Editing and adding new provinces (in detail)
第三步:编辑和增加新的省区(详细)
This post seems very long, but reading it once is enough. Once you get the hang of it its easy.
这篇文章看起来很长,但读一遍就够了。一旦你抓到诀窍就会觉得简单。
This section of the guide can be a bit hard to follow as at some points you will have to do separate things if you are editing provinces or if you are adding a new province. The bits of this guide which are unique to 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:
这个向导的部分会有些难遵从因为你需要一心二用(在编辑和增加新的省区时)。蓝色的是编辑省区所需要的步骤,红色是创建省区所需要的步骤。黑色是两个都需要的。希望你可以尊从:
Editing the size/shape of existing provinces / adding the shape of a new province to the map:
If all you want to do is edit the shape/size of a province, this section is enough. To add a new province completely you will have to do this section and the next sections. 如果你要的只是编辑形状和尺寸,这部分就足够了。去完全的创建一个新的省区,你需要完成这部分和下一部分。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.
没有比编辑已存的省区更简单的了。创建新的省区会麻烦一点,但道理是一样的。在图片编辑的工具里打开map_regions.tga
As you can see, the image consists of a different RGB value representing each province. Each province 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)
你可以看出,在不同的省区中,图像包括着不同的RGB值。每个省区里都有一个黑点。这个黑点代表着城市的所在地。白点代表着港口。海是浅蓝色的RGB(41 140 233)
To edit a province simply use the colour of the province you want to edit and change the size and shape of the province.
去编辑一个省区只需要你用你想编辑的省区的颜色去编辑(改变尺寸,大小)Make sure you use the same RGB value as for the rest of the province, make sure you have at least one and no more than one black pixel RGB(0 0 0) where the town will be. Remember that this pixel cannot touch another province (it must be surrounded by pixels of the colour of the province). Be wary about 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.
在剩下的省区里确保你用同样的RGB值。确保你有至少一个和不超过一个黑像素RGB(0 0 0)在城市的坐标。记住尺寸不可以接触到另外的省区(必须被省区的颜色的像素包围)。在改变城市的位置时保持警惕。如果你放到一个无效的位置(例:山),你会出现错误。港口不是必须存在的(尽管是沿海地区),但港口必须碰触到海。
To add a new region just choose a colour (make sure it’s a colour that hasn’’t been used yet) and draw in your province. Remember, each province need one and no more than one town (single black pixel), and remember the recommendations Jerome posted:
创建一个省区只需要选择一个颜色然后划到你的省区。记住,每个省区需要一个并不可超过1个的城市(单黑像素),并记得Jerome讲述的:A few other caveats about regions:
- they should be 'convex' (one landmass, no inaccessible areas)*
- they should have only one settlement and only one port
- all land tiles should be part of a known region
- each non-sea region should contain at least some fertile tiles
- continuous sea surfaces should form one region
- the maximum number of regions supported is 200
- the distance between the centres of any two adjacent regions should not exceed 50 tiles*
关于地区的一些其他注意事项:
- 他们应该是“凸”(陆地,没有人迹罕至的地区)
- 他们应该只有一个(settlement 我忘了怎么翻译。。。是指在那里的居住者)和一个港口
- 所有的土地应该是已知区域的一部分
- 每个非海地区至少应包含一些肥沃的瓷砖
- 连接的的海面应形成一个地区
- 地区的最大面积是200
- 任何两个相邻地区的中心之间的距离不应超过50砖
*: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.
(和刚刚一样)
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.
如果你只是编辑一个已存在的省区,确保你已经删除了map.rwm 然后运行游戏。省区应该已经被编辑了。To add a new region carry on to Editing/Adding the culture and resources and stats of provinces step
建立一个新的省区继续编辑/添加文化和资源和省区情况Nothing new so far, and that should be fairly easy.
到现在的程序应该很简单。
Now for some extra info:
额外的信息:
Editing / Adding the culture resources and stats of provinces:
编辑/添加文化和资源和省区情况:
To edit / add resources and cultures open up descr_regions.txt.
去编辑/添加资源和文化,请打开descr_regions.txt.
Here there should be a list of all the provinces on the map. The format for this list goes something like this:
这里是在地图上的全部省区的列表。列表的格式是这样的:
Province_Name
--------- Town_Name
---------Culture (Faction)
---------Culture (Rebels)
---------Red Green Blue values separated by spaces
---------Resources separated by commas
---------Triumph point value
---------Basic farm level
省区_名字
---------城市_名字
---------文化(派系)
---------文化(叛军)
---------由空格分隔的红绿蓝值
---------由逗号分隔的资源
---------凯旋点价值
---------基本农田水平
Now I’ll go through what each one does:
现在我会解释每个是干什么的:
Changing the names of existing provinces as they appear on the campaign map is not done in this file. The names given here are just references for the program and as you can see contain no spaces (Though they may contain underscores). I’ll come back to editing names further on.
改变省区名字不是在这个文件里完成的。这里的名字只是程序的一个参考。(你可以看出不包括空格*虽然他们可能包含下划线)。我在后期会回来改变名字。
The cultures define how loyal the people will be to nations that govern them and how they will rebel.
文化确定着人民对政府的忠诚度和叛变度。
Culture (Faction) is the faction to which the people of this province will be most loyal too, i.e. romans_julii.
(派系)的文化是这个省的人最忠诚的,例: romans_julii.
Culture (Rebels) determines which rebel faction the people of the province will join if they rebel. A list of all the rebel factions can be found in rebel_factions_descr_enums.txt in the ‘data’ folder.
文化(叛军)确定的造反派。如果他们反叛,全省人民都将参加。在rebel_factions_descr_enums.txt中可以找出所有的叛乱派别。
The RGB value is, as I have already said, the RGB value of that province in map_regions.tga. For editing existing provinces you shouldn’t edit this if you are editing an existing province.
RGB值是我提到的, map_regions.tga里的RGB值。编辑已存的省区不需要编辑这个文件。
The resources are separated by commas and spaces.. Here is a list of existing resources:
资源被逗号和空格分开。下面是资源列表:
Normal resources:
iron
wine
marble
timber
glass
gold
grain
lead
amber
camels
silver
textiles
pottery
hides
olive_oil
elephants
camels
copper
purple_dye
incense
silk
tin
wild_animals
slaves
dogs
pigs
正常的资源:
铁
酒
大理石
木材
玻璃
黄金
粮食
带领
琥珀
骆驼
银
纺织品
陶器
隐藏
菊花油
大象
骆驼
铜
紫晶
香
丝绸
锡
野生动物
奴隶
狗
猪
隐藏资源:
(?)
If you don’t want the province you are editing to have any resources, simply type ‘none’ here.
如果你不想你要编辑的省区有任何资源,打“none”在这里。
I don’t know what the triumph point value is.
我不知道triumph point value 是什么。
The basic farm level is how good at farming this province is. The higher the basic farm level, the more money you will get from building farming buildings.
最低农场等级是这个省区农业程度。农场等级越高,建造农业设施所赚到的钱越高。
Here is an example province. Yours should look something like this:
下面是个例子:
Tribus_Alanni
---------Campus_Alanni
---------scythia
---------Alans
---------177 170 58
---------silver, dogs, pigs
---------5
---------3
To edit the cultures or resources just change the stats and save
编辑文化或资源只需要改变统计然后储存。To add a new province go to the bottom of the list, and add a new province. Remember:
去创建一个新的省区请到列表的最下面,创建新的省区。记住:Province_Name
---------Town_Name
---------Culture (Faction)
---------Culture (Rebels)
---------Red Green Blue values separated by spaces
---------Resources separated by commas
---------Triumph point value
---------Basic farm level
倒数第二贴:(我要加油)
Changing/adding the ownership, town level and buildings in a settlement,
在势力里改变/添加统治权,城市等级和建筑,
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.
这部分的向导包括很多“我想”,(?)
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 playable/unplayable/unlockable factions. It is also possible to move around the 3D objects on the map such as the resources and the wonders of the world. It is also possible to change the armies, family members, agents and family 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.
根据我在 ‘Knowing the Files’ 区域中提到的,这个文件是可以改变开始和结束日期,可玩/不可玩/不可解锁的派系。这也可以移动在地图上的3D物品例如遗迹和资源。这也可以编辑军队,家庭成员,中介和家庭树在一个势力中。大多数的东西是自我解释,但是我会跳过它们来到编辑省份。
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:
有的也是自我解释。我会详细的解释使这份向导容易理解。
Scroll down or search for:
下移或寻找:
;>>>> start of factions section
Here you should see a list of all the factions, within each faction area, there is a list of all the settlements, and then 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 info about their family tree. As I said, I’m going to concentrate on the settlements.
这里你会看到一系列的势力,在各个势力版图中,有一个所有定居点的名单。和所有的家庭成员和他们的军队,然后是他们的代理人的名单,然后他们的船只名单,最后是他们的家庭树的详细信息列表。正如我所说的,我要集中定居点。
This is the basic format of a settlement (Note, the words in square brackets [] are my explanations:
这是个最基本的定居点的格式(【】中的是我的解释):
settlement
{
---------level
---------region
---------year_founded
---------population
---------settlement_tax
---------plan_set
---------faction_creator
---------building
---------{
------------------
---------}
}
以上不解释**
The level is the size of the town, i.e. city or large_town. The possible values are:
等级是城市的大小,巨城或城市。可能的值数:
village
town
large_town
city
large_city
huge_city
The region is simply the province in which the town is.
区域是在省区中的城市坐标。
I don’t know what year_founded does. All the existing towns have 0 as the value here.
我不知道年找到干什么,已存的城市的值都是0.
Population is the number of people. If you want your towns to be villiages, then they can have a huge population.
人口是人的数量。。。。不解释
I think that with the settlement_tax, the higher the number, the more money you get from taxation (I think, but it seems that every existing town has a value of 51)
我认为与定居税,数字越高,你从税收中得到的钱越高(我想,但似乎每一个现有的镇都有一个价值:51)
The plan_set is the layout of the town in battle.
plan_set是在战斗中的城镇布局。
The faction_creator determines the appearance of the town, i.e. the barbarian towns look different to the roman ones.
faction_creator 确保镇的外观,野蛮人的城镇和罗马的看起来不同
The list of buildings takes this format:
建筑的列表是这个形式:
---------building
---------{
------------------Type
---------}
The type of building is its category as in export_descr_buildings.txt in the ‘data’ folder. This includes:
建筑的类别是在export_descr_buildings.txt 的类别。在data文件夹。这包括:
Core_buildings
defenses (notice that CA can’t spell defences)
barracks
equestrian
missiles
market
smith
port_buildings
health
hinterland_farms
hinterland_roads
hinterland_mines
academic
amphitheatres
theatres
despotic_law
caravans
taverns
temple_of_battle
temple_of_battleforge
temple_of_farming
temple_of_fertility
temple_of_forge
temple_of_fun
temple_of_governors
temple_of_healing
temple_of_horse
temple_of_hunting
temple_of_justice
temple_of_law
temple_of_leadership
temple_of_love
temple_of_naval
temple_of_one_god
temple_of_trade
temple_of_victory
temple_of_violence
temple_of_viking
temple_of_horse2
以上不解释。。。
The name is its name as in export_descr_buildings.txt
To add another building just repeat this format. For example:
名字是在 export_descr_buildings.txt里的名字。
闯进一个新的建筑只需要重复这个格式。例子:
---------building
---------{
------------------Type barracks muster_field
---------}
---------building
---------{
------------------Type core_building governors_villa
---------}
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), and change the stats. Save the file, make sure you’ve deleted map.rwm and run the game.
编辑一个省区。只需要拉下知道你找到了它,或查找在的省区的名字,和改变数据。保存文件,确保你删除了map.rwm然后运行游戏。
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) and scroll to the bottom of the list. Add your faction using the formatting I gave above:
创建一个新的省区,找到你要添加到的派系(。。。看不懂)然后拉下到底部。添加到势力用以下的格式:
settlement
{
---------level
---------region
---------year_founded
---------population
---------settlement_tax
---------plan_set
---------faction_creator
---------building
---------{
------------------
---------}
}
Now there’s only one more thing to do before you’re province is playable
使游戏可以运行还需要做一件事:
Changing/adding the name of a province as it appears on the campmap
改变省区的名字(显示在campmap的)
Open up my_campaign_regions_and_setlement_names.txt in the data\text folder.
打开my_campaign_regions_and_setlement_names.txt 在 data\text 文件夹。
Here you should see a list of all the references used by the comp surrounded by curly brackets {} and then three indents (tab) and the name that appears in game.
这里你可以看到一系列的引用(被电脑引用)用{}包住的。然后三个出现在游戏中的(选项卡)的名字。
e.g.
{Britannia_Inferior}---------------------------Britannia Inferior
To edit the name as it appear on the campmap simply edit the right hand column.
编辑在右手边的名字
To add your province at the bottom of the list add this (with your own names):
添加新的省区在列表的最下面添加这个:(设置你自己的名字)
{my_province}---------------------------My Province
{my_town}---------------------------My Town
Save and quit.
保存后退出。
You’re new province should now be working. Make sure you’ve deleted map.rwm and run the game.
你的新的省区应该可以运行。确保你已删除map.rwm 然后运行游戏。
Section four: Resizing the campaign map (in detail)
第四章:调整战役地图大小
Resizing your campaign map is a fairly easy procces. First, open up map_regions.tga. Resize the canvas to the dimensions you want.
I recommend that you resize from the top right hand corner, as all measurements in descr_strat.txt are measured from the bottom left hand corner. If you want to resize in another direction, you will have to change all the co-ordinates in descr_strat.
I recommend you fill this new area with sea colour. You can always edit it later.
调整战役地图大小其实很简单。①,打开map_regions.tga. 调整到你想要的尺寸的画面。我建议你从右上角开始调整,因为descr_strat.txt中的所有测量都是从左下角开始。
Now take a note of the new dimensions (in pixels) of map_regions.tga.
现在注意新的map_regions.tga的尺寸(像素)
Open up desc_terrain.txt. Here you should see the x and y dimensions of the map. These are the dimensions of the map_regions.tga. Edit these so that they match the size of your map. Save and Quit.
打开 desc_terrain.txt.你可以看到x,y地图的尺寸。这些是map_regions.tga.的尺寸。编辑这些知道他们符合你地图的要求。保存后退出。
Now you have to edit these files:
现在你要编辑这些文件:
disasters.tga
map_climates.tga
map_features.tga
map_ground_types.tga
map_heights.tga
map_regions.tga
map_roughness.tga
map_trade_routes.tga
You have to resize them to the right proportions. Remember to resize from the top right hand corner (i.e. add canvas to the top and right hand sides).
你要调整他们到正确的比例。记得从右上角开始
Remember the dimensions of the files:
disasters.tga - The same size as map_regions.tga
map_climates.tga - Twice the size of map_regions.tga + one pixel
map_features.tga - The same size as map_regions.tga
map_ground_types.tga - Twice the size of map_regions.tga + one pixel
map_heights.tga - Twice the size as map_regions.tga + one pixel
map_roughness - Twice the size as map_regions.tga.
map_trade_routes.tga - The same size as map_regions.tga
radar_map1.tga - The same size as map_regions.tga
radar_map2.tga - Twice the size of regions.tga
As in map_regions, you should make this new area sea colour. This is not the same for every file, and some files do not require a specific colour for the sea. It should be easy enough for you to do.
在map_regions中,你应该把他调成海色,这个对不同的文件是不一样的,有的文件不需要一个指定的海色。这个应该很简单。
Delete map.rmw, and run the game.
删除map.rmw然后运行游戏。
NB: A new map.rmw will be generated every time you run the campaign, you must delete it EVERY time. If a new one isn't generated, then it is probably an error in the tga's.
注:将产生一个新的map.rmw每次运行文件,你必须每次删除它。如果不会产生一个新的,那么它可能在TGA发生错误。
Good Luck,
Myrddraal
好运,
Myrddraal
哈哈哈!终于翻译完了!大家给鲜花吧!
{:soso__4971767833317784927_2:} 这个太高深了,围观{:5_112:} 求金币啊~我亲爱的大大们~~~我正面临着破产的危机! 我还是选择碉堡吧!!! {:5_124:}伤不起。 感谢撒~ 至尊霸主刑天 发表于 2012-3-17 20:42 static/image/common/back.gif
感谢撒~
你应得啊
如果你有通行证的话,得到的会更多,不过那个随意啦 至尊霸主刑天 发表于 2012-3-17 20:42 static/image/common/back.gif
感谢撒~
你应得啊
如果你有通行证的话,得到的会更多,不过那个随意啦 喜极而泣。。。终于消除负资产了{:soso_e105:} 至尊霸主刑天 发表于 2012-3-17 20:55 static/image/common/back.gif
喜极而泣。。。终于消除负资产了
放心,以你的才华,金币是很容易滴 看看 辛苦了 freefen 发表于 2012-3-20 22:11 static/image/common/back.gif
辛苦了
为啥我已经翻过的帖子又被人翻了一遍。。。
http://www.1mod.org/thread-34822-1-1.html 好给力啊 楼主加油哦 bjbdf466zgl
我看晕了!!本来想学习的 算了!!! 收藏啦!@ 顶一下 支持支持...支持支持... 没图片!看不懂,
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