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本帖最后由 ╰ー顆訫ぃ只爲 于 2012-6-20 18:24 编辑
1.5原版把亚马逊战车变成新兵种方法
下面介绍下如何把亚马逊战车变成弓骑的方法:
首先打开DATA目录下的descr_model_battle.txt查找amazon
会发现
type greek_amazons
skeleton fs_chariot_archer, fs_chariot_sword
indiv_range 40
texture slave, data/models_unit/textures/greek_amazon_rebel.tga
model_flexi data/models_unit/unit_greek_amazon_high.cas, 15
model_flexi data/models_unit/unit_greek_amazon_med.cas, 30
model_flexi data/models_unit/unit_greek_amazon_low.cas, 40
model_flexi data/models_unit/unit_greek_amazon_lowest.cas, max
model_sprite slave, 60.0, data/sprites/slave_greek_amazons_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
现在开始修改
这段是骨骼命令skeleton fs_hc_archer, fs_hc_swordsman
这个是人在战车上的动作。我们把他改成在马上动作
skeleton fs_hc_archer, fs_hc_swordsman
然后找到
model_sprite slave, 60.0, data/sprites/slave_greek_amazons_sprite.spr
把slave改成你像添加到的派系比如帕提亚就改成parthia
保存这个文件打开DATA下的export_descr_unit.txt
查找到Persian Cavalry波斯弓骑兵把整段复制到文件末端 注意格式
开始修改这段数据 这是我修改好的直接给大家看不会改的直接复制
type east persian1 cavalry
dictionary eat_persian1_cavalry ; Persian
category cavalry
class missile
voice_type Medium_1
soldier greek_amazons, 27, 0, 1
mount horse cataphract
mount_effect elephant -8, camel -4
attributes sea_faring, hide_forest, cantabrian_circle
formation 1.5, 4, 3, 6, 4, square
stat_health 1, 0
stat_pri 7, 3, arrow, 170, 30, missile, archery, piercing, none, 25 ,1
stat_pri_attr no
stat_sec 9, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 6, 4, 0, metal
stat_sec_armour 0, 1, flesh
stat_heat -1
stat_ground 0, 1, -6, -1
stat_mental 8, normal, untrained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 790, 140, 80, 120, 790
ownership Parthia
主要是修改这3段话
soldier greek_amazons, 27, 0, 1
mount horse cataphract
ownership Parthia
分别是士兵模型 马匹模型 还是使用派系。依次更换自己喜欢的就行
好了接着保存
打开export_descr_unit_enums.txt查找eat_persian_cavalry复制eat_persian_cavalry
eat_persian_cavalry_descr
eat_persian_cavalry_descr_short这3段话到文件末尾注意格式这个是使用名字建议不要乱改 我是在persian后面加个1就是这样
eat_persian1_cavalry
eat_persian1_cavalry_descr
eat_persian1_cavalry_descr_short好了 保存
做兵牌我说不清楚有机会做个视频教程对不起了大家。不过大家可以参照我将军头像修改方法做
下面把这个兵种添加到会战中 还是打开DTAT中的export_descr_buildings.txt我们把他添加的骑兵马房中查找building equestrian在里面添加
recruit " east persian1 cavalry" 0 requires factions { parthia, }
记住啊 每一级马房都要加 要不会没有的。
下面汉化下 打开G:\romeCN\data\text中的export_units.txt在文件最后加上
?----------------
{east persian1 cavalry} 亚马逊铁甲弓骑
{east_persian1_cavalry_descr}
精锐\n惊吓步兵\n可以组成环形骑射队形\n\n传说中的战士,来自北方神秘的土地;这些美丽而又残暴的女子\n在战场上是很危险的对手。许多战士被她们的外表迷惑,他们会\n一辈子都为此而后悔!战车如雷的声响往往足可令最强悍的敌\n人胆怯。\n\n亚马逊战车投入战场时,是使用复合弓远程攻击敌人,然后再冲\n击敌人。不管怎样,她们是以战车的速度及高品质盔甲来提供自\n我保护。
{east_persian1_cavalry_descr_short}
传说中的战士,来自北方神秘的土地;这些美\n丽而又残暴的女子在战场上是很危险的对\n手。
?----------------
保存进游戏 呵呵发下最终效果图 (修改前请备份文件)
DARTH VADER的FORMATION AI教程翻译
“FORMATION AI 修改” BY DARTH VADER
我给所有的TW团体提供这个完整的教程是为了利用我所知道的来帮助那些想修改的人理解游戏中这个很小却很重要的文本文件。同样,很不幸的。当一些人在某些方面取得了太多成功就会招致别人来窃取其成果。
我开始对这个东西也一无所知,但我仍然对不断查看问题反馈,参与集体讨论,以及为了修改这个游戏夜以继日的工作,为的只有一个目的:就是能让自己第一时间玩到更加完美的游戏,然后把它共享给所有的团体,至少能在最后得到大家对我想法的肯定。
我猜我就像其他修改者一样并不是为了谋生而弄这个东西,所以当你们的回复带有人身攻击或者窃取我的想法的话我将非常生气。关于互联网这个工具,我个人认为如果多一些合作少一些为了个人虚荣心将会对大家更有帮助。但是我想大家毕竟都是人,我必须要认识到这点。不过我从大家满意的回复中得到了很大满足,让我觉得这一切都是值得的。
我将采用理论联系实际的方法介绍"FORMATION AI.TXT"文件。我叫它为AI“工具”,举例来说就像人类用手来取得物体,用脚来走路一样。所以内核AI通过这个文件来扩展游戏的潜力。那表示如果这个文件的值做得太差的话,AI也会变得很糟糕。所以不能单方面的说AI无法修改,因为有了这个文件我们能够翻译出“它”的想法。所以我将会告诉大家我对AI单位作战过程的理解。
一个完整的阵型最多能容纳16个块。每个块描述一个复杂的联合体单位(可能包括步兵,骑兵,将军,大象等等)。块不仅仅是表示单位间的相对位置,而是描述的每个单位的“基础”。那表示,一个单位或者数个单位在一个确定的块中的位置以及活动范围,将会和它同块的进行配合。交互作用在单位考虑进攻,防守,站立或是奔跑中将会体现。
整个阵型块被AI使用来依照周遭环境给单位下达指示。所以提供一个怎样的阵型影响给AI使用将显得尤为重要。如果你让单位彼此离得太远你将会注意到早期个别孤立的单位将会莫名奇妙的独自攻击。那样的情况是因为这些单位与其他单位孤立起来了,而其控制范围包含敌人单位,他们将会互相影响并攻击,而其他部队并不会给予理睬。我知道AI不会说明,但是难道我们就不能做点什么了吗?
我所作的就是给予单位之间足够的凝聚力,让彼此的控制范围交错,给我们造成他们互相协作的假相,共同的行动将会使AI比起以前成为一个真正有价值的对手。
块最基本的作用是当AI发出的上一个指示无效时让单位重新集结。所以你将会数次看到,尤其是移动迅速的骑兵打带跑的战术便是返回块的基本作用。如果单位同时受到数种威胁将会攻击最弱的目标直到目标被消灭。这将是AI的一把双刃剑,因为如果数种单位变得失控和狂怒,因为人类对手能够轻易欺骗并孤立它们。所以我设计阵型的思路是在中央尽可能的凝聚它们。让它们尽可能同时有几只部队有相同的目标而产生协同作战。骑兵单位将会提早并侧围对手,因为他们的战略位置在阵型的边上并和其他骑兵在一起,这样每次骑兵冲锋都将至少包含两只骑兵部队。这样即便它们被孤立也会像一个二人小组一样的工作并摧毁一切无准备的背后防御。所有这些将会在稍后解释。
当然因为AI的想法可能包含数种可能(控制范围),所以把投射部队放在肉搏部队后面将更加的有效,因为如果敌人军队进入他们的范围,他们仍然在移动,这样快速后退将会代替投射武器,遇到骑兵时,尤为明显。这将是大屠杀。而现在这一切被我的3步交互系统所修正。第一步,在防御时,弓箭部队在所有部队最前面对敌人进行第一轮打击;第二步,如果他们需要移动,弓箭部队将会被放在重步兵后面被保护,并在其后面支援;第三步,在战斗胶着时(在DARTHMOD_6.0中使用的新技术),一部分投射将运动到整个战局的一侧对人类玩家进行破坏性的侧翼打击。
除了由于控制范围的缘故,把将军放得太靠前将是不智的举动,因为它将会被任一只普通的单位攻击然后离敌人过近,我将会解释我是如何处理的。
必须说到的是人类只能勉强控制一只由16块单位组成的军队如通过按“CTRL+A”选取你所有的单位,然后按ALT放到什么地方,而AI可以轻易做到。但不同的是当单位发生移动并超出AI失控的范围时,这里任然有个可以确定的地方可以修补。这是通过观察AI防御史移动它的军队到地图一个确定的位置,而一些其他的单位被AI放在整个阵型的很前方的位置(代替了移动到那个确定的位置)就好像它们拒绝了AI的控制一样。这也被我通过一个确定的命令――提供足够的空间给阵型而修正了。
所以我将在给予各位足够创建阵型的基础知识后开始:
研究阵型
;************************************************* ***************
;新的罗马特殊攻击阵型,使用投射武器进行阵地战战术使用“DARTHMOD SPECIAL”
;************************************************* ***************
begin_formation ai_roman_line
;;; purpose flags
defend
ai_priority 1.0
begin_dummy_block 0 ;; centre slot left empty for assault column to pass through
spacer 150.0 150.0 150 150
end_dummy_block
; 弓箭幕
begin_block 1
max_units 3
unit_type missile infantry 0.9
unit_type elephants 1.0
unit_type heavy_chariots 1.0
unit_density close
block_formation line
block_relative_pos 0 0.0 -20.0
inter_unit_spacing 0.2
priority 1.0
end_block
;; 前排步兵
begin_block 2
min_units 3
unit_type light_pilum_infantry 0.9
unit_type heavy_pilum_infantry 0.7
unit_type heavy infantry 0.0
unit_type infantry 0.0
unit_density close
max_unit_width 20
block_formation line
block_relative_pos 1 0.0 -6.0
inter_unit_spacing 10.0
priority 1.0
end_block
;; 二排步兵
begin_block 3
min_units 3
unit_type heavy_pilum_infantry 1.0
unit_type light_pilum_infantry 0.1
unit_type heavy infantry 0.0
unit_type infantry 0.0
unit_density close
max_unit_width 20
block_formation line
block_relative_pos 2 0.0 -6.0
inter_unit_spacing 10.0
priority 1.0
end_block
;; 后排步兵
begin_block 4
max_units 4
unit_type light infantry 0.6
unit_type heavy infantry 0.6
unit_type spearmen 0.5
block_formation line
block_relative_pos 3 0.0 -6.0
inter_unit_spacing 0.2
priority 1.0
end_block
;; 支援弓兵
begin_block 5
unit_type ranged_missile_infantry 1.0
unit_type light infantry 0.4
unit_type heavy infantry 0.4
unit_type spearmen 0.8
unit_type any 0.001
block_formation line
block_relative_pos 4 0.0 -6.0
inter_unit_spacing 0.2
priority 1.0
end_block
begin_dummy_block 6
spans 0 1 2 3 4 5
end_dummy_block
;; 阵后炮兵
begin_block 7
unit_type handler 1.0
unit_type siege 1.0
unit_type any 0.01
block_formation line
block_relative_pos 6 0.0 -20.0
inter_unit_spacing 10.0
priority 0.5
end_block
;; 侧后翼骑兵
;; 左侧骑兵
begin_block 8
unit_type cavalry 1.0
block_formation line
block_relative_pos 6 -1.0 -1.0
inter_unit_spacing 0.2
priority 0.5
end_block
;; 更多左侧骑兵
begin_block 9
unit_type cavalry 1.0
block_formation line
block_relative_pos 8 1 -3.0
inter_unit_spacing 0.2
priority 0.5
end_block
;; 右侧骑兵
begin_block 10
unit_type cavalry 1.0
block_formation line
block_relative_pos 6 1.0 -1.0
inter_unit_spacing 0.2
priority 0.5
end_block
;; 更多右侧骑兵
begin_block 11
unit_type cavalry 1.0
block_formation line
block_relative_pos 10 -1 -3.0
inter_unit_spacing 0.2
priority 0.5
end_block
begin_dummy_block 12
spans 0 1 2 3 4 5 6 7 8 9 10 11
end_dummy_block
;; 阵后将军
begin_block 13
min_units 1
max_units 1
unit_type general_unit 1.0
unit_density close
block_formation line
block_relative_pos 12 0.0 -1.0
inter_unit_spacing 0.2
priority 1.0
end_block
end_formation
begin_formation ai_roman_line
;;; purpose flags
attack
ai_priority 0.9
;; First line of infantry
begin_block 0
min_units 3
unit_type light_pilum_infantry 0.9
unit_type heavy_pilum_infantry 0.7
unit_type heavy infantry 0.0
unit_type infantry 0.0
unit_density close
max_unit_width -20
block_formation line
block_relative_pos 0 0.0 -20.0
inter_unit_spacing 10.0
priority 1.0
end_block
;; second line of infantry
begin_block 1
min_units 3
unit_type heavy_pilum_infantry 1.0
unit_type light_pilum_infantry 0.1
unit_type heavy infantry 0.0
unit_type infantry 0.0
unit_density close
max_unit_width 20
block_formation line
block_relative_pos 0 0.0 -6.0
inter_unit_spacing 10.0
priority 1.0
end_block
;; 3rd line of infantry
begin_block 2
max_units 4
unit_type light infantry 0.6
unit_type heavy infantry 0.6
unit_type spearmen 0.5
block_formation line
block_relative_pos 1 0.0 -6.0
inter_unit_spacing 0.2
priority 1.0
end_block
;; Archers behind
begin_block 3
unit_type ranged_missile_infantry 1.0
unit_type light infantry 0.4
unit_type heavy infantry 0.4
unit_type spearmen 0.8
unit_type non_phalanx_spear 1.0
unit_type any 0.0001
block_formation line
block_relative_pos 2 0.0 -6.0
inter_unit_spacing 0.2
priority 1.0
end_block
begin_dummy_block 4
spans 0 1 2 3
end_dummy_block
; Screen of missile inf
begin_block 5
max_units 3
unit_type missile infantry 0.5
unit_type elephants 1.0
unit_type heavy_chariots 1.0
unit_density close
block_formation line
block_relative_pos 4 0.0 -6.0
inter_unit_spacing 0.2
priority 1.0
end_block
;; artillery and handlers at the back
begin_block 6
unit_type handler 1.0
unit_type siege 1.0
;unit_type any 0.01
block_formation line
block_relative_pos 4 0.0 -20.0
inter_unit_spacing 10.0
priority 0.5
end_block
;; cavalry on the flanks and back a bit
;; left flank cav
begin_block 7
unit_type cavalry 1.0
block_formation line
block_relative_pos 4 -1.0 -20.0
inter_unit_spacing 0.2
priority 0.5
end_block
;; left flank cav(more)
begin_block 8
unit_type cavalry 1.0
block_formation line
block_relative_pos 7 1 -3.0
inter_unit_spacing 0.2
priority 0.5
end_block
;; right_flank cav
begin_block 9
unit_type cavalry 1.0
block_formation line
block_relative_pos 4 1.0 -20.0
inter_unit_spacing 0.2
priority 0.5
end_block
;; right_flank cav(more)
begin_block 10
unit_type cavalry 1.0
block_formation line
block_relative_pos 9 -1 -3.0
inter_unit_spacing 0.2
priority 0.5
end_block
begin_dummy_block 11
spans 0 1 2 3 4 5 6 7 8 9 10
end_dummy_block
;; left flank missile(decides to support the flank even more)
begin_block 12
min_units 1
max_units 2
unit_type missile infantry 0.5
unit_type missile cavalry 0.5
block_formation line
block_relative_pos 11 -5.0 15
inter_unit_spacing 0.2
priority 0.6
end_block
;; right flank missile(decides to support the flank even more)
begin_block 13
min_units 1
max_units 2
unit_type missile infantry 0.5
unit_type missile cavalry 0.5
block_formation line
block_relative_pos 11 5.0 15
inter_unit_spacing 0.2
priority 0.6
end_block
;; general at the back
begin_block 14
min_units 1
max_units 1
unit_type general_unit 1.0
unit_density close
block_formation line
block_relative_pos 11 0 -5.0
inter_unit_spacing 0.2
priority 1.0
end_block
end_formation
begin_formation ai_roman_line
;;; purpose flags
attack
defend
ai_priority 0.01
; Screen of missile inf
begin_block 0
max_units 3
unit_type missile infantry 0.0
unit_type elephants 1.0
unit_type heavy_chariots 1.0
unit_density close
block_formation line
block_relative_pos 0 0.0 -20.0
inter_unit_spacing 0.2
priority 1.0
end_block
;; First line of infantry
begin_block 1
min_units 3
unit_type light_pilum_infantry 0.9
unit_type heavy_pilum_infantry 0.7
unit_type heavy infantry 0.0
unit_type infantry 0.0
unit_density close
max_unit_width 20
block_formation line
block_relative_pos 0 0.0 -6.0
inter_unit_spacing 10.0
priority 1.0
end_block
;; second line of infantry
begin_block 2
min_units 3
unit_type heavy_pilum_infantry 1.0
unit_type light_pilum_infantry 0.1
unit_type heavy infantry 0.0
unit_type infantry 0.0
unit_density close
max_unit_width 20
block_formation line
block_relative_pos 1 0.0 -6.0
inter_unit_spacing 10.0
priority 1.0
end_block
;; 3rd line of infantry
begin_block 3
max_units 4
unit_type light infantry 0.6
unit_type heavy infantry 0.6
unit_type spearmen 0.5
block_formation line
block_relative_pos 2 0.0 -6.0
inter_unit_spacing 0.2
priority 1.0
end_block
;; Archers behind
begin_block 4
unit_type ranged_missile_infantry 1.0
unit_type light infantry 0.4
unit_type heavy infantry 0.4
unit_type spearmen 0.8
unit_type any 0.0001
block_formation line
block_relative_pos 3 0.0 -6.0
inter_unit_spacing 0.2
priority 1.0
end_block
begin_dummy_block 5
spans 0 1 2 3 4
end_dummy_block
;; artillery and handlers at the back
begin_block 6
unit_type handler 1.0
unit_type siege 1.0
;unit_type any 0.01
block_formation line
block_relative_pos 5 0.0 -20.0
inter_unit_spacing 10.0
priority 0.5
end_block
;; cavalry on the flanks and back a bit
;; left flank cav
begin_block 7
unit_type cavalry 1.0
block_formation line
block_relative_pos 5 -1.0 -1.0
inter_unit_spacing 0.2
priority 0.5
end_block
;; left flank cav(more)
begin_block 8
unit_type cavalry 1.0
block_formation line
block_relative_pos 7 1 -3.0
inter_unit_spacing 0.2
priority 0.5
end_block
;; right_flank cav
begin_block 9
unit_type cavalry 1.0
block_formation line
block_relative_pos 5 1.0 -1.0
inter_unit_spacing 0.2
priority 0.5
end_block
;; right_flank cav(more)
begin_block 10
unit_type cavalry 1.0
block_formation line
block_relative_pos 9 -1 -3.0
inter_unit_spacing 0.2
priority 0.5
end_block
begin_dummy_block 11
spans 0 1 2 3 4 5 6 7 8 9 10
end_dummy_block
;; left flank missile(decides to support the flank even more)
begin_block 12
min_units 1
max_units 2
unit_type missile infantry 1.0
unit_type missile cavalry 1.0
block_formation line
block_relative_pos 11 -5.0 15
inter_unit_spacing 0.2
priority 0.8
end_block
;; right flank missile(decides to support the flank even more)
begin_block 13
min_units 1
max_units 2
unit_type missile infantry 1.0
unit_type missile cavalry 1.0
block_formation line
block_relative_pos 11 5.0 15
inter_unit_spacing 0.2
priority 0.8
end_block
;; general at the back
begin_block 14
min_units 1
max_units 1
unit_type general_unit 1.0
unit_density close
block_formation line
block_relative_pos 11 0.0 -10.0
inter_unit_spacing 0.2
priority 1.0
end_block
end_formation
好了,现在我给大家从头讲起:
- “begin_formation ai_roman_line” =这是这个阵型的名字,AI会搜索阵型名字及比较它们的优先性后并根据兵种比例来选择阵型。
-“;;; purpose flags
defend
ai_priority 1.0” = 这是AI使用这个阵型的目的,就像这个AI就会在防御时使用。 AI priority = 1.0 是一个AI是否使用这个阵型的优先权的值即是否更倾向于使用这个阵型。所以这个值相当重要。这个实例倾向于当使用很多重投射武器时。
同时要注意这个 ;=一个不会被使用到阵型文件中方便理解的解释文本。
- “begin_dummy_block 0 ;; centre slot left empty for assault column to pass through
spacer 150.0 150.0 150 150
end_dummy_block”= 这是我用来根除CA公司导致AI单位离开阵型控制范围进行独立自杀行为漏洞的特殊技术,它会影响骑兵和将军单位,让它们获得一个和中央部队保持联系的特殊空间,这样阵型块就不会失去控制范围了。作出一些无法预知的怪异现象。尤其是当AI防御时,一些单位将会莫名奇妙的移动,现在如果它们不属于其它的块,它将和那个块保持距离。另外出现其余休息的单位看到人类玩家屠杀它们的单位而无动于衷,那是由于阵型AI就像一个看不见的环绕大盒子,如果阵型宽度超出了空间范围,超出的就会拒绝AI指令。
我通过测试很小心的取了(150.150)这个值,如果你取了很高的值你会看到骑兵单位在整个军队2公里以外,如果取太小,你会发现CA漏洞仍然少量存在,当然概率很小。
-“; Screen of missile inf
begin_block 1
max_units 3
unit_type missile infantry 0.9
unit_type elephants 1.0
unit_type heavy_chariots 1.0
unit_density close
block_formation line
block_relative_pos 0 0.0 -20.0
inter_unit_spacing 0.2
priority 1.0
end_block” =引用实例第一块
begin_block 1=创建命令
max_units 3=允许最大或者最小单位组成数
unit_type 任意种类 nbr:0.0
DARTH VADER的FORMATION AI教程翻译
前些天对修改MM行省会战的起始文件产生了兴趣,研究了一下,发现不难,分享一下,让大家也乐乐。
对于帝国战役的descr_strat.txt文件也是同样的道理的。
在F:\Rome - Total War\Data\world\maps\campaign\mundus_magnus目录下找到该文件,打开。
看到:
; Hand made campaign script
; Made in USSR
campaign mundus_magnus
3行,这没什么特殊的,就是名字等,大家也能看懂。
在第四行开始:
playable
romans_julii
romans_brutii
romans_scipii
parthia
egypt
seleucid
carthage
gauls
germans
britons
greek_cities
macedon
pontus
armenia
dacia
scythia
spain
thrace
numidia
end
unlockable
end
nonplayable
romans_senate
slave
end
start_date -270 summer
end_date 14 summer
night_battles_enabled
就是很重要的东西了,playable下面是玩家可选阵营,这以前就说过,不多做解释。
unlockable是解锁可选,nonplayable是完全不可选。记得这些最后都要跟end。
start_date -270 summer
end_date 14 summer
这是游戏起始时间和结束时间,night_battles_enabled是开启野战。
在帝国战役里,还有
win_conditions
land_owner 20 100
land_owner 20 100
land_owner 20 100
land_owner 20 100
land_owner 20 100
land_owner 20 100
land_owner 20 100
land_owner 20 100
end_win_conditions
这是胜利条件。
再往下就是
; >>>> start of landmarks section <<<<
landmark pyramids_and_sphinx 181, 68
landmark pharos 178, 77
landmark colossus 160, 100
landmark temple 157, 109
landmark statue 134, 105
landmark gardens 237, 102
landmark mausoleum 160, 106
这是7大奇迹的坐标位置,通过修改不用跑遍半个世界也可以坐拥7大奇迹了。
pyramids_and_sphinx是金字塔,pharos是灯塔,colossus是巨像,temple是狩猎女神神殿,statue是宙斯雕像,gardens空中花园,mausoleum是陵墓
; >>>> start of resources section <<<< ! sorted alphabetically !
; dogs - fish now
; furs - salt now
; pigs - horses now
resource amber, 92, 195
resource amber, 90, 195
resource amber, 93, 192
resource amber, 113, 195
resource amber, 108, 193
resource amber, 115, 197
resource amber, 125, 209
resource amber, 103, 202
。。。。。。
这些就是资源信息,dogs - fish now表示的替换资源图标(MM里用鱼的图标来表示资源:狗。不过貌似没什么影响)
resource amber, 90, 195
这指的是 “关键字 资源名称 坐标”
资源类型里 : iron是铁矿,wine酒,silver银矿, gold金矿,glass玻璃等等很多就不列举了,通过修改资源想让自己国家里省省有金矿也不是什么难事。
注意一下SLAVE资源,这指的是当你对一座城市进行奴役的时候奴隶资源的图标的在该省的出现位置,并不是指如其他资源一样具有可用实体。
>>>> start of sound emitters section <<<<
和>>>> start of events section <<<<没什么用
不过下面的>>>> start of factions section <<<<可是重头戏
这是各势力的起始城市,军队,成员信息。
比如:
faction romans_julii, comfortable caesar
superfaction romans_senate
denari 7500
这是红罗家族,superfaction romans_senate表示可接受元老院互动,去掉这一项会导致直接与元老院战争。denari 7500就是起始的钱数目了。
下面
settlement ;下面的大括号是一个城市信息
{
level large_town;规模:大城镇(其他诸如large_city,city,town等)
region Etruria;城市所在行省名称,注意是行省名,不是城市名
year_founded 0;不是很清楚作用,不用管,所有该项都为0
population 4000;起始人口
plan_set default_set
faction_creator romans_julii;默认文化类型和建筑风格,这里明显是红罗
building
{
type barracks militia_barracks
}
building
{
type core_building governors_villa
}
building
{
type port_buildings port
}
building
{
type defenses wooden_pallisade
}
building
{
type hinterland_farms farms
}
building
{
type hinterland_roads roads
};上面几项是该城内的建筑,具体是什么不说了,大家自己能看懂,建筑的名称可以再别的文件中查到得。只是一来注意格式,二来注意别同类建筑重复了。
};该城属性结束,没学过编程基础的话一定要注意格式,大括号什么的不可少的。
再下面是家族成员和军队信息:
character Flavius Julius, named character, leader, age 47, , x 89, y 138
traits GoodCommander 2 , NaturalMilitarySkill 1 , GoodDefender 1 , PoliticsSkill 3 , GoodAdministrator 2 , Austere 1
ancillaries aged_retainer
army
unit roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0
unit roman hastati exp 1 armour 0 weapon_lvl 0
unit roman hastati exp 1 armour 0 weapon_lvl 0
unit roman hastati exp 1 armour 0 weapon_lvl 0
在上面character(家族成员关键字) Flavius Julius(姓名), named character(身份是家族成员,diplomat是外交官,spy是间谍,diplomat海军司令,general是普通将军,注意一支军队如果没有家族成员带,就是必须要有这个general), leader(家族领袖,heir是继承人), age 47(年龄), , x 89, y 138 (坐标)
traits GoodCommander 2 , NaturalMilitarySkill 1 , GoodDefender 1 , PoliticsSkill 3 , GoodAdministrator 2 , Austere 1(个人属性特长,有专门关于此的帖子,有兴趣自己看)
ancillaries aged_retainer(随从)
下面的army是军队关键字,家族成员下面一定要跟着一支将军卫队啊。如:
army
unit roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0
unit关键字 单位内部名称 经验 护甲等级 武器等级。
比如:
army
unit roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0
unit roman hastati exp 1 armour 0 weapon_lvl 0
unit roman hastati exp 1 armour 0 weapon_lvl 0
unit roman hastati exp 1 armour 0 weapon_lvl 0
unit roman princeps exp 1 armour 0 weapon_lvl 0
unit roman princeps exp 1 armour 0 weapon_lvl 0
unit roman velite exp 1 armour 0 weapon_lvl 0
unit roman princeps exp 1 armour 0 weapon_lvl 0
unit roman princeps exp 1 armour 0 weapon_lvl 0
unit roman velite exp 1 armour 0 weapon_lvl 0
unit roman velite exp 1 armour 0 weapon_lvl 0
unit roman triarii exp 1 armour 0 weapon_lvl 0
unit roman triarii exp 1 armour 0 weapon_lvl 0
unit roman triarii exp 1 armour 0 weapon_lvl 0
注意不要单位太多了,15个就差不多了,多了会跳出。
常用单位名称:
roman hastati;青年军
roman princeps;成年军
roman triarii;后备军
roman velite;轻步兵
greek elephant cataphract;披甲象
greek royal cavalry;伙伴骑兵
greek heavy cavalry;马其顿重骑
greek bastarnae;巴斯塔内
greek silver shield pikemen;银盾枪
greek royal pikemen;皇家枪
carthaginian elephant african cataphract;披甲象
carthaginian royal cavalry;圣团骑
spanish bull warriors;公牛
carthaginian sacred band infantry;圣团步
rebel amazon chariots亚马孙战车
greek hoplite elite希腊重盔
greek bastarnae 巴斯塔乃
greek argyraspid银盾军团
greek silver shield pikemen银盾枪阵
greek royal pikemen 皇家枪阵
greek pikemen 方针枪
greek levy pikemen 应征枪
greek hoplite spartan 斯巴达
greek hoplite elite 重装枪
greek hoplite希腊步兵
greek hoplite militia 重步兵
greek heavy peltast 重标枪
barb peltast gaul高卢步兵
barb peltast german日耳曼散兵
barb slinger briton不列颠投石
barb archer dacian达西亚弓
barb archer scythian塞西亚弓
warband archer dacian精选弓
warband archer german
warband archer scythian
warband huntsman gaul猎人
warband hurler briton掷头者
barb infantry briton不列颠勇士
barb infantry dacian
barb infantry gaul
warband spear german日耳曼矛
warband sword briton剑士
warband sword gaul
warband axe german
warband axe scythian
warband falx dacian
warband falx thracian长刀
warband dhaxe german精选斧
barb warguard briton精选剑
barb warguard gaul
warband woad briton菘蓝武士
barb naked fanatics dacian裸体狂
barb naked fanatics gauls
barb naked fanatics german
barb naked fanatics spain
barb druids briton德鲁伊
barb druids gaul
barb night raiders german夜袭
barb berserker german狂战士
barb wardogs gaul狗
barb wardogs german
barb gothic cavalry german;哥特骑士
barb noble cavalry gaul;高卢贵族骑
barb noble horse archers scythian;贵族弓骑
barb head hunting maidens scythian;猎头
barb scythian nobles scythian贵族骑
barb scythian noblewomen scythian;贵族女骑
east cataphract archer;铁甲弓骑
east cappodocian cavalry;卡帕多西亚骑
east heavy cataphract铁甲骑
egyptian elite guards ;法老禁卫
egyptian archer elite;天选弓
egyptian chariot archer;弓箭战车
merc elephants;雇佣象
egyptian infantry;沙漠斧子
egyptian nile infantry;尼罗河枪阵
egyptian cleruch;尼罗河骑
就不细说了,自己稍微看下就清楚了,这样就能修改起始部队了
character_record Alypia, female, command 0, influence 0, management 0, subterfuge 0, age 29, alive, never_a_leader
character_record Claudia, female, command 0, influence 0, management 0, subterfuge 0, age 28, alive, never_a_leader
character_record Fadia, female, command 0, influence 0, management 0, subterfuge 0, age 13, alive, never_a_leader
relative Flavius Julius, Faustina, Lucius Julius, Quintus Julius, Vibius Julius, end
relative Lucius Julius, Poppaea, Fadia, Decius Julius, Marcus Julius, end
relative Quintus Julius, Alypia, Amulius Julius, end
relative Vibius Julius, Claudia, Manius Julius, end
这是其他家族成员属性,包括女人和未成年人。
如:
character_record (关键字) Alypia(名称), female(性别), command 0, influence 0, management 0(统帅,影响和管理3项属性), subterfuge 0, age 29, alive(生存状态,DEAD的话就变黑白了), never_a_leader(不可以被选为领袖,女人和未成年当然不能做领袖)
relative后面是家族树,前二个名字分别是爸爸,母亲,后面的都是子女。
比如上面的家族树表明:Flavius Julius(爷爷), Faustina(奶奶)
Lucius Julius(大儿子), Poppaea(大儿媳),Fadia(大孙女), Decius Julius(大孙子), Marcus Julius(二孙子),等
关于这部分最重要的一个修改应用,比如我想把修改某势力的起始城市:
首先要知道该所在的行省名称。
比如我想把Connachta行省修改至红罗控制,那么,就先找到region Connachta
将
settlement
{
level town
region Connachta
year_founded 0
population 1152
plan_set default_set
faction_creator britons
building
{
type core_building governors_house
}
building
{
type defenses wooden_pallisade
}
building
{
type barracks muster_field
}
}
加在上面红罗最后一座城市后面,也可以把
plan_set default_set
faction_creator britons
修改为plan_set default_set
faction_creator romans_julii
至于其他建筑人口什么的自己看着办吧,不过这并没有完成,还要修改这座城中的守军,在帝国战役中这样修改比较麻烦,需要坐标,不过在MM行省中就简单多了,制作者留下了捷径(只对原本属于叛军的省有效)。
在文件中搜索行省名称Connachta,找到
;Connachta
character sub_faction britons, Brigomaglos, general, age 20, , x 37, y 202
army
unit barb infantry slave exp 5 armour 3 weapon_lvl 3
unit barb infantry slave exp 5 armour 3 weapon_lvl 3
unit barb infantry slave exp 5 armour 3 weapon_lvl 3
unit barb chariot heavy slave exp 5 armour 1 weapon_lvl 1
unit barb chariot heavy slave exp 5 armour 2 weapon_lvl 1
这就是Connachta省的原驻军队信息,这个坐标x 37, y 202就是我们最需要的东西
character sub_faction britons, Brigomaglos, general, age 20, , x 37, y 202
unit roman hastati exp 1 armour 0 weapon_lvl 0
unit roman hastati exp 1 armour 0 weapon_lvl 0
unit roman hastati exp 1 armour 0 weapon_lvl 0
unit roman princeps exp 1 armour 0 weapon_lvl 0
修改成这样就行了,现在城也是我们的了,城里的军队也是我们的了,修改完成。
注意最好部队都是自己能够建造的或者是雇佣军,否则可能会有跳出。
最后是外交属性
>>>> start of diplomacy section <<<<
包括二部分:core_attitudes(外交分针,这是方针政策,即对外的态度,而不一定是表现)
faction_relationships(对外状态,即当前的表现)
比如说如果红罗暂时和高卢结盟了,但是骨子里还是特别恨高卢人,那么就是说红罗对高卢的faction_relationships是联盟,但是对高卢的core_attitudes却是仇恨,这样大家就能理解了吧。
;DS_ALLIED = 0
;DS_SUSPICIOUS = 100
;DS_NEUTRAL = 200
;DS_HOSTILE = 400
;DS_AT_WAR = 600
这部分是注解,可以很明显的看到从0-600,数越大越仇恨,数越小关系越好。可以有负数,罗马3家互相都是-10,可见是兄弟般的关系。所有势力和叛军都是600,真是恨得半句话都容不得商量。
core_attitudes属性的重要在于可以影响在游戏中AI的走势,你像让希腊联邦和马其顿兄弟般的亲密共同对抗罗马??
加上
core_attitudes macedon, -10 greek_cities
core_attitudes greek_cities, -10 macedon
就可。
你像让迦太基如汉尼拔般仇恨罗马?
core_attitudes carthage, 600 romans_brutii, romans_scipii, romans_senate,romans_julii
TEXT翻译文件详解
TEXT翻译文件详解
battle单位技能,单位状态,单位提示,单位控制
battle_descriptions历史战役,教程介绍
battle_ed战役编辑器
battle_event_subtitles帝国征战内部条框信息和战术部分显示
building_battle建筑
campaign_descriptions派系介绍
climates地带
cursor_action_tooltips帝国征战鼠标提示
diplomacy外交谈判措辞
event_strings帝国征战跳框中文字
event_titles各种跳框内部条文
expanded帝国征战标示
export_advice参谋提示
export_ancillaries随从标示
export_buildings帝国征战建筑标示
export_prologue帝国征战操作表示
export_units兵种信息
export_VnVs属性信息
FactionIntroSubTitles过场
historic_battles_subtitles过场
historic_events事件标示
imperial_campaign_regions_and_settlement_names城市标示
landmarks奇迹信息
menu_english目录及目录伸展
names将军称谓
prebattle_speeches_subtitles演说
quotes载入界面的名言
rebel_faction_descr叛军称谓
shared自定义派系名称及自定义战果等等
shortcut杂项
strat各种杂项。。。不好说
tooltips各种可操作框标示
改将军造型的方法
我一直对没名将领的造型不太满意,穿着太简单,没有王者风范,现在就把所有的将军的造型都改成家族成员那样,全副武装,帅到极点
打开data/descr_model_battle(游戏中所有单位的造型都在这里了)
这里仅以改罗马将军为例,其他以此类推
找到这行
type roman_lesser_general
skeleton fs_dagger
skeleton_horse fs_hc_swordsman
skeleton_elephant fs_forest_elephant_rider
skeleton_chariot fs_chariot_sword
skeleton_camel fs_hc_swordsman
indiv_range 40
texture romans_julii, data/models_unit/textures/officer_roman_lesser_general_julii.tga
texture romans_brutii, data/models_unit/textures/officer_roman_lesser_general_brutii.tga
texture romans_scipii, data/models_unit/textures/officer_roman_lesser_general_scipii.tga
texture romans_senate, data/models_unit/textures/officer_roman_lesser_general_senate.tga
;texture slave_senate, data/models_unit/textures/officer_roman_lesser_general_rebel.tga ;MISSING
model_flexi_m data/models_unit/officer_roman_lesser_general_high.cas, 15
model_flexi_m data/models_unit/officer_roman_lesser_med.cas, 30
model_flexi_m data/models_unit/officer_roman_lesser_low.cas, 40
model_flexi_m data/models_unit/officer_roman_lesser_lowest.cas, max
model_sprite 60.0, data/sprites/roman_general_lesser_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5
把最后以model开头的几行里的lesser全删掉就可以了,在进游戏看看吧,那个穿着简单的,老头一样的将领再也看不到了
关于制作修改属于自己的百夫长和旗手,副旗手的问题
首先打开descr_model_battle,然后查找standard(旗手),先copy一个一摸一样的下来,改名字,比如carthaginian_standard拷的话改成carthaginian_standard1。
之后就是换兵种。就拿carthaginian_standard来说,他的摸型可供迦太基,努米底亚,西班牙和布匿叛军4个选用,那么比如你要将迦太基的旗手改成其他的样子,就要修改这一条。我将将它改成
texture carthage,data/models_unit/textures/greek_hoplite_spartan4_pylos.TGA 就变成斯巴达人的样子。再来改这4条。
model_flexi data/models_unit/officer_carthage_standard_high.cas, 15
model_flexi data/models_unit/officer_carthage_standard_med.cas, 30
model_flexi data/models_unit/officer_carthage_standard_low.cas, 40
model_flexi data/models_unit/officer_carthage_standard_lowest.cas, max
将它改成
texture carthage,data/models_unit/textures/greek_hoplite_spartan4_pylos.TGA texturespain,data/models_unit/textures/officer_carthage_standard_spain.tga
texture numidia,data/models_unit/textures/officer_carthage_standard_numidia.tga
;texture slave,data/models_unit/textures/officer_carthage_standard_rebel.tga
model_flexi_m data/models_unit/greek_hoplite_spartan4_pylos.cas, 8
model_flexi_m data/models_unit/greek_hoplite_spartan4_pylos.cas, 15
model_flexi_m data/models_unit/greek_hoplite_spartan4_pylos.cas, 30
model_flexi data/models_unit/greek_hoplite_spartan4_pylos.cas, max
将好了,model_flexi打头的是models_unit文件里的兵种摸型。
texture打头的是各国选用的兵种摸型,你只要改自己想要的国家就行了。
(注意),所选的新旗手的兵种摸型必需是models_unit里textrue和CAS文件齐全的情况下才行。centurion的修改和旗手一样,如上面的方法泡至就好。
;
type carthaginian_standard
skeleton fs_standard_bearer
skeleton_horse fs_hc_swordsman
skeleton_elephant fs_forest_elephant_rider
skeleton_chariot fs_chariot_sword
skeleton_camel fs_hc_swordsman
indiv_range 40
texture carthage, data/models_unit/textures/officer_carthage_standard.tga
texture spain, data/models_unit/textures/officer_carthage_standard_spain.tga
texture numidia, data/models_unit/textures/officer_carthage_standard_numidia.tga
;texture slave, data/models_unit/textures/officer_carthage_standard_rebel.tga ;MISSING
model_flexi data/models_unit/officer_carthage_standard_high.cas, 15
model_flexi data/models_unit/officer_carthage_standard_med.cas, 30
model_flexi data/models_unit/officer_carthage_standard_low.cas, 40
model_flexi data/models_unit/officer_carthage_standard_lowest.cas, max
model_sprite 60.0, data/sprites/roman_legionary_cohort_i_sprite.spr
model_sprite numidia, 60.0, data/sprites/numidia_roman_legionary_cohort_i_sprite.spr
model_sprite armenia, 60.0, data/sprites/armenia_roman_legionary_cohort_i_sprite.spr
model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_legionary_cohort_i_sprite.spr
model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_legionary_cohort_i_sprite.spr
model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_legionary_cohort_i_sprite.spr
model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_legionary_cohort_i_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5
type carthaginian_standard1
skeleton fs_standard_bearer
skeleton_horse fs_hc_swordsman
skeleton_elephant fs_forest_elephant_rider
skeleton_chariot fs_chariot_sword
skeleton_camel fs_hc_swordsman
indiv_range 40
texture carthage, data/models_unit/textures/greek_hoplite_spartan4_pylos.TGA
texture spain, data/models_unit/textures/officer_carthage_standard_spain.tga
texture numidia, data/models_unit/textures/officer_carthage_standard_numidia.tga
;texture slave, data/models_unit/textures/officer_carthage_standard_rebel.tga ;MISSING
model_flexi_m data/models_unit/greek_hoplite_spartan4_pylos.cas, 8
model_flexi_m data/models_unit/greek_hoplite_spartan4_pylos.cas, 15
model_flexi_m data/models_unit/greek_hoplite_spartan4_pylos.cas, 30
model_flexi data/models_unit/greek_hoplite_spartan4_pylos.cas, max
model_sprite 60.0, data/sprites/roman_legionary_cohort_i_sprite.spr
model_sprite numidia, 60.0, data/sprites/numidia_roman_legionary_cohort_i_sprite.spr
model_sprite armenia, 60.0, data/sprites/armenia_roman_legionary_cohort_i_sprite.spr
model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_legionary_cohort_i_sprite.spr
model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_legionary_cohort_i_sprite.spr
model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_legionary_cohort_i_sprite.spr
model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_legionary_cohort_i_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5
type carthaginian_centurion
skeleton fs_dagger
skeleton_horse fs_hc_swordsman
skeleton_elephant fs_forest_elephant_rider
skeleton_chariot fs_chariot_sword
skeleton_camel fs_hc_swordsman
indiv_range 40
texture carthage, data/models_unit/textures/UNIT_greek_corinth_officer.TGA
model_flexi data/models_unit/unit_greek_corinth_officer_400.cas, 15
model_flexi data/models_unit/unit_greek_corinth_officer_300.cas, 30
model_flexi data/models_unit/unit_greek_corinth_officer_200.cas, 40
model_flexi data/models_unit/unit_greek_corinth_officer_100.cas, max
model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_praetorian_cohort_ii_sprite.spr
model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_praetorian_cohort_ii_sprite.spr
model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_praetorian_cohort_ii_sprite.spr
model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_praetorian_cohort_ii_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5
type carthaginian_centurion1
skeleton fs_dagger
skeleton_horse fs_hc_swordsman
skeleton_elephant fs_forest_elephant_rider
skeleton_chariot fs_chariot_sword
skeleton_camel fs_hc_swordsman
indiv_range 40
texture carthage, data/models_unit/textures/UNIT_GREEK_SPARTAN_ROYAL_GUARD.TGA
model_flexi data/models_unit/unit_greek_spartan_royal_guard.cas, max
model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_praetorian_cohort_ii_sprite.spr
model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_praetorian_cohort_ii_sprite.spr
model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_praetorian_cohort_ii_sprite.spr
model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_praetorian_cohort_ii_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5
注意,并不是所有部队都可以加百夫长和旗手,副旗手。只是有的部队可加,最多除将军外可得3个人。再加入export_descr_unit,如下的添加法,在soldier 这条下添加
officer carthaginian_centurion1
officer carthaginian_standard1
officer carthaginian_standard
如果你发现改后, 不能玩游戏了或在读取进度条时跳出,就代表添加出问题了或不能被添加,删掉就行了。
所有的文件在修改前都要备份。
type carthaginian royal cavalry
dictionary carthaginian_royal_cavalry ; Sacred Band Cavalry
category cavalry
class heavy
voice_type Heavy_1
soldier carthaginian_royal_cavalry, 27, 0, 1
officer carthaginian_centurion1
officer carthaginian_standard1
officer carthaginian_standard
mount horse cataphract
mount_effect elephant -8, camel -4
attributes sea_faring, hide_forest, hardy
formation 1.5, 4, 3, 6, 4, square, wedge
stat_health 2, 0
stat_pri 16, 9, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr no
stat_sec 18, 4, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 11, 7, 0, metal
stat_sec_armour 0, 1, flesh
stat_heat 0
stat_ground 0, 1, -6, -1
stat_mental 10, disciplined, highly_trained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 780, 340, 80, 120, 780
ownership carthage |
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