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The Complete EDU Guide for Rome: Total War:
罗马全面战争的EDU详细指南
Understanding & Coding the Export_Descr_Unit.Txt (EDU) file
理解&(编码是CODE,coding是指进行时)Export_Descr_Unit.Txt文件
by Aradan
Last update: 20/05/2010 (Info added for 'engine' and 'ship' lines.)
CONTENTS
Introduction (by Dol Guldur/MasterOfNone/Palantir)
EDU Breakdown
Useful Formulae
Related Information
内容
介绍
EDU分析
有用的公式
相关信息
Introduction
介绍
It has long been my desire to have FATW as balanced and as realistic as the game engine allows. This was a daunting task. It meant having to track down what all the attributes for units actually did; it meant working out formulae beyond my mathematical comfort-zone; it meant working out the scaling value of stats; it meant testing out which attributes were bugged; it meant calculating the combat effect of skeletons in terms of scale, speed and animation; it meant lots of custom-battle testing; and it meant a whole lot of time...Could I do it?
我一直渴望着FATW的真实性和平衡性达到游戏引擎的最高承受力。这是一项艰巨的任务。这代表着需要追查单位的属性;这代表着解算在我数学承受能力外的公式;这代表着解算出统计的缩放值;这代表着测试出哪个属性(?);这代表着以尺寸,速度和动画来计算出骷髅的作战效果;这代表着大量的自定义的战斗测试;这也代表着一段很漫长的时间。。。我可以做到么?
The answer was NO
答案是:NO
Then Xerex and Aradan took an interest in The Fourth Age and a great affinity to unit balancing. They have both worked extremely hard and long on this endeavour for some months now and we hope that Aradan's publication of this 'Complete EDU Guide' (to complement the 'Complete EDB Guide') will be of immense benefit to all serious modding teams.
XEREX和ARADAN对The Fourth Age 发生了兴趣并(?个人认为是‘对单位平衡做出很多。。。’)。他们都艰苦地在这项又费力又费时的程序工作了好几个月了,我们希望Aradan's'Complete EDU Guide' 的出版 将会对(modding team 就是一个修改小组)做出巨大的贡献。
I commend this work to all, and ask that you aid us in tweaking any errors or omissions herein. Please do give feedback so we can make this document the one-stop resource for all RTW/BI edu-related matters. Thank you.
我建议大家可以帮助我们修改并改进这里的任何错误和遗漏。请提供给我们回馈以致我们可以把这份资料成为RTW的/ BI教育相关事宜的一站式资料。谢谢。
- Dol Guldur aka MasterOfNone
EDU Breakdown
EDU 分析
The file contains the entries for all the units in the game; the limit is 500 entries maximum. The order the units are arranged in is not specified, but the format each entry is coded in, is of course strictly specified. Here we will use a single, generic entry as an example, break it to its separate lines and then analyse each line individually, and then break it down to its entries when needed.
Note that certain lines may be missing depending on the type of the unit.
这个文件包括在游戏中的所有单位的条目;上限是500条目。单位的顺序不是被指定的,但是每个条目的编码格式是被严格指定的。这里我们将使用一个通用的条目为例,分解成不同的线路后逐个分析,然后分解成我们所需的条目。注意:一些指定的线路将会根据单位的类型而失踪(就是没有啦)。
Code:
type unit_type
The type name which is referenced in the recruitment lines of export_descr_buildings.txt, the starting armies of descr_strat.txt and the armies of descr_battle.txt for historical battles.
这类名字在雇佣线 export_descr_buildings.txt,开始的军队descr_strat.txt和历史战役的军队descr_battle.txt 被引用
Code:
dictionary unit_dictionary_tag
References the export_units.txt entries for the on-screen name, description and short description of the unit. Also references the unit and unit info card names in the UI folder.
屏幕上的单位名称,描述和简短的说明参考export_units.txt的条目。也参考在UI文件夹里的单位和单位信息的名称。
Code:
category unit_category
Internal unit category for nature of unit (references sound files and triggers bracketed category mouseover text in battles along with class entry) It is also used (along with other factors including class) by the AI during campaign mode in order to decide which units to train. Also used (along with class occasionaly) in by descr_formations_ai.txt and descr_formations.txt, as labels for unit placement. Can be infantry, cavalry, siege, handler or ship. In the custom-battle selection screen infantry units will appear first, then cavalry and then siege.
单位的性质的单位分组(参考声音文件和触发类条目括号内的类别)。也被战役模式中被AI用来决定训练哪个单位的分组用到(包括其他的因素)。也被descr_formations_ai.txt and descr_formations.txt用来安置单位的标签。可以是步兵,骑兵,攻城器械,?或船舶。在自定义战斗选择中,步兵单位将会最先显示,接下来骑兵然后攻城器械。
Code:
class unit_class
References sound files and triggers bracketed category mouseover text in battles (along with category entry) It is also used (along with other factors including category) by the AI during campaign mode in order to decide which units to train. Also used (along with category) in by descr_formations_ai.txt and descr_formations.txt, as labels for unit placement. Can be light, heavy, spearmen or missile. Also "skirmish", but it is not used at all in vanilla (will be tested and updated). In the custom-battle selection screen light units will appear first, followed by spearmen, then heavy and finally missile (after being sorted by category) and then units are sorted by EDU order of appearence.
单位的性质的单位分组(参考声音文件和触发类条目括号内的类别)。也被战役模式中被AI用来决定训练哪个单位的分组用到(包括其他的因素)。也被descr_formations_ai.txt and descr_formations.txt用来安置单位的标签。可以是轻,重,长枪或导弹。skirmish也是,但在vanilla中完全没有被用到。(会被测试和更新)在自定义战斗选择中,轻部队将会最先显示,接下来是长枪队,然后是重部队和导弹并且这些单位将会被EDU 出场顺序排序。
Code:
voice_type voice
References the sound bank category for the unit's voice.
对在声音库里的单位声音所参考。
Code:
soldier unit_model, soldiers, extras, mass (,radius,height)Details of unit models.
[unit_model] : Unit's model type as referenced in descr_model_battle.txt. Note that the skeleton scale and its associated animations in the DMB file both significantly affect the combat effectiveness and thus value of the unit. This is done mainly in three ways:
在descr_model_battle.txt参考的部队模型的类型。注意:骷髅的尺寸和有关的DMB文件中的动画都大大地影响了战斗力,从而影响了单位的价值。这个需要三步来完成:
the unit model's scale improves combat effectiveness as it gets bigger. A way to balance this (though not perfectly safe) is through the hidden parametre 'height' that lies in the soldier line. [see below]
当示范单位的规模变得更大,战斗力也变得越强。一个去平衡这个的方法(不是100%安全)是通过隐藏的参数研究的高度(躺在士兵线上的)
the unit skeleton attack animations also improve unit effectiveness as they get faster. The way to counter this effect is the min_delay_between_attacks stat, which lies in the stat_pri line [see below]
当骷髅的速度加快,攻击动画也提高了单位效益。去解决这个的方法就是在stat_pri线上的min_delay_between_attacks 的统计数据。
the unit skeleton animations also help combat effectiveness, when they have big(ger) impact deltas. The way to counter this is through lethality [see related information]
当有较大影响的增量时,骷髅单位的动画也提高了战斗力的效果。去解决这个的办法就是通过杀伤力
[soldiers] : Number of unit's soldiers in medium unit-size settings. Can't be lower than 6 or higher than 60. General units have a max of 31 men.
在中小型单位大小设置的单位的士兵人数。不可以>60 or <6.一般的单位最大只可以有31个士兵。
[extras] : Number of animals attached to unit again in medium unit-size settings.
中小型单位大小的设置单位的动物的数量。
[mass] : Collision mass of the unit. Units with big mass values can "push" their enemies harder and break through enemy lines easier and also hold against enemy pushing better. The mass ratio is not fixed, in that a 1-mass soldier will push a 0.1-mass enemy much easier than a 10-mass soldier would push a 1-mass enemy. In the case of mounted units this stat is of no importance, as it is the mount's mass that's taken into account (see descr_mount.txt).
单位的碰撞质量。大的单位碰撞质量可以更有效的推进他们的敌人并摧毁他们的防线并可以更延米着守住敌人的攻击。质量的比例
是不固定的。1个推0.1和10个推1个是不同的。因为它是挂载的质量,在挂载单位的情况下,这个属性点是并不重要的。
[radius](may not be visible) : Hidden attribute radius of the unit. The default value is 0.4. It's the area surrounding each single soldier that he "occupies" as the engine perceives it (not visually that is). Small radius makes a unit fight better, in that it allows soldiers to fight more closely to each other, resulting in more men of the small-radius unit fighting against fewer of the enemy one's.
隐藏属性的单位半径。默认值是0.4。这是他“占有”为引擎察觉(不直观)的周边地区的每个一兵一卒,。小的半径可以使单位战斗的更好,因为它允许士兵更紧密地互相砍杀,导致更多的小半径单位和敌方少的单位战斗。
[height](may not be visible) : Hidden attribute height of the unit. The default value is 1.7. It represents the height of the unit's soldiers (again not visually). Little is known concerning the exact way that height functions, but it is known that the higher it's value, the weaker the unit.
单位的隐藏属性的高度。默认值是1.7。它代表了单位的士兵(不直观)的高度。很少有人知道高度功能运行的确切的方式,但却知道价值越高,单位越弱。
Code:officer officer_model(s)
Unit officers' model type as referenced in descr_model_battle.txt.Up to three officer lines may exist per unit, but note that officers may not be assigned to elephants or chariots.
军队长官模型种类(在descr_model_battle.txt.中提到的)。最高每个单位可以存在3个长官线,但注意长官并不一定会被指派战车或战象。
Code:
mount
Type of mount used (if any) by the unit. The mount's stats are in the descr_mount.txt in the data folder. Mounted units with ridden mounts (horsemen) get an average of +8 against all infantry, varying from case to case according to specific stats of units each time.
单位的挂载类型(如有)。挂载的信息是在文件夹里的descr_mount.txt 文件。根据单位的具体统计每次的情况不同,对所有步兵单位与深重的坐骑安装(马兵)获得平均+8或其他。(?)
Code:
animal
Type of animal used (if any) by the unit. References descr_animals.txt, but here it's coded in plural form. Only one of animal, ship and engine lines may be used at a time.
单位里使用的动物的种类(如有)。在descr_animals.txt提到的,但这里是加密为复数。只有一个动物,船只和攻城器械可使用在同一时间。
Code:
engine
Type of engine used (if any) by the unit. References descr_engines.txt. Only one of animal, ship and engine lines may be used at a time.
单位里使用的攻城器械的种类(如有):参考 descr_engines.txt。只有一个动物,船只和攻城器械可使用在同一时间。
Code:
ship
Type of ship used (if any) by the unit. References descr_ship.txt. Only one of animal, ship and engine lines may be used at a time.
单位里使用的船只的种类(如有):参考 descr_ship.txt。只有一个动物,船只和攻城器械可使用在同一时间。
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