谁会改三国全面战争兵价或数量

秘籍没用 用不了的秘籍 拜谢
2024年11月17日 18:52
有2个网友回答
网友(1):

在论坛上经常遇到一些朋友对兵种的属性提出疑问。

其实在游戏ROME/DATA/export_descr_unit文件中,制作公司已经给出了所有兵种的全部资料,并对各种数据和属性进行了详细的说明。笔者不才,试着将这些英文的说明翻译成中文,以便更多的玩家查阅。错误之处,还望达人批评指正。

Data entries are as follows
作战单位的数据如下:
; Type The internal name of the unit. Note this not necessarily the same as the on screen name
类型 作战单位的(系统)内部名称。注意这一名称不 一定与游戏中的名称相同。

; dictionary The tag used to look up the on screen name
字典 用于查阅游戏中单位名称的标签(注:说明了类型中的名称和游戏中的名称的对应关系)

; category infantry, cavalry, siege, handler, ship or non_combatant
类别 infantry步兵,cavalry骑兵,siege攻城机械,handler操纵者(注:比如战犬),ship战船或non_combatant非战士(注:如农民)

; class light, heavy, missile or spearmen
;武器种类 light轻武器,heavy重武器,missile远程武器或spearmen长矛

; voice_type Used to determine the type of voice used by the unit
;声音类型 作战单位所使用的声音的类型

; soldier Name of the soldier model to use (from descr_models_battle.txt)
; followed by the number of ordinary soldiers in the unit
; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
; followed by the collision mass of the men. 1.0 is normal. Only applies to infantry

士兵 从左到右依次是:
士兵的名称,
普通模式下每单位的士兵数量,
额外数目(单位中所包含的火猪、战犬、大象、战车和远程器械的数量),
collision mass(冲撞量?)标准为1.0只适用于步兵。

; ship Type of ship used if applicable
战船 战船的名称

; engine Type of siege engine used by unit
器械 攻城器械的名称

; animal The type of non ridden on animals used by the unit
动物 作战单位所使用的非坐骑类动物的名称

; mount Type of animal or vehicle ridden on
;坐骑 坐骑动物的类型

; mount_effect Factors to add when in combat against enemy units that have the specified mounts
坐骑效果 与敌人作战时因为特定坐骑产生的因素加成(注:如骑兵对骆驼减4,对大象减8)

; attributes A miscellanious list of attributes and abilities the unit may have. Including
部队属性 部队属性的列表,包括:

; sea_faring可以上船
hide_forest, 可在森林中隐藏hide_improved_forest, 可在森林中更好的隐藏hide_long_grass, 可在草丛中隐藏hide_anywhere 可随处隐藏
can_sap可挖地道
frighten_foot, 惊吓步兵frighten_mounted 惊吓骑兵 can_run_amok容易失去控制
general_unit可作为将军卫队;
cantabrian_circle可使用环形阵
command 部队带有鹰徽,可为周围部队提供加成; mercenary_unit 部队为雇佣军

; formation soldier spacing (in metres) side to side, then front to back for close formation
; followed by the same measurements in loose formation.
; followed by the default number of ranks for the unit
; followed by the formations possible for the unit. One or two of
; square, horde, phalanx, testudo, or wedge
;阵形 从左到右依次是:
密集阵形中士兵的左右间隔,
密集阵形中士兵的前后间隔,
松散阵形中士兵的左右间隔,
松散阵形中士兵的前后间隔,
部队的行数,
阵形(square方阵, horde散阵, phalanx长枪方阵, testudo龟阵, or wedge楔形阵)

; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
生命力 士兵的生命点数,坐骑和相关动物的生命点数(如果有)(注:作为坐骑的马和骆驼没有单独的生命点数,这个数值一般指战车或大象的生命点数)
;
; stat_pri From left to right
; attack factor
; attack bonus factor if charging
; missile type fired (no if not a missile weapon type)
; range of missile
; amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
; Tech type = simple, other, blade, archery or siege
; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
; Min delay between attacks (in 1/10th of a second)

基本武器 数值从左到右依次是
攻击力,
冲锋加成,
远程武器类型(无远程武器则标为NO),
远程武器的射程(无远程武器则标为0),
远程武器的弹药数(无远程武器则标为0),
武器类型(melee近战, thrown投掷, missile远程, or siege_missile远程攻城器械),
技术类型(simple简单, other其他, blade剑, archery弓箭 or siege攻城器械),伤害类型(piercing刺, blunt打击, slashing砍 or fire引燃),
武器打击的声音类型,
攻击间隔时间。

; stat_pri_attr
基本武器属性
; primary weapon attributes any or all of
基本武器的属性如下:

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(如投石器)

; stat_sec As per stat_pri (a value of no means no secondary weapon)
第二武器 战象和战车的第二武器指象和战车的攻击力;远程部队和部分骑兵部队拥有自己的副武器。数据的排列顺序参照基本武器。

; stat_sec_attr As per stat_pri_attr
;第二武器的属性 参照基本武器的属性

; stat_pri_armour Details of the man's defences
; armour factor
; defensive skill factor (not used when shot at)
; shield factor (only used for attacks from the front of left)
; sound type when hit = flesh, leather, or metal
基本护甲 数值从左到右依次是:
盔甲防御力,
防御技巧(指近战,受远程攻击则无作用),
盾牌防御力,
受打击的声音类型

; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
第二护甲 指战车和象本身的防御力,数据的排列顺序参照基本护甲。

; stat_heat Extra fatigue suffered by the unit in hot climates
;热的影响 在炎热天气中容易产生疲劳的程度(数值越高越容易疲劳,如北欧的部队)
; stat_ground Combat modifiers on different ground types. From left to right
; scrub, sand, forest, snow
地形影响 不同地形对战斗的修正值,数据的顺序依次是
灌木丛,沙地,森林,雪地

; stat_mental The base morale level, followed by discipline and training
; discipline may be normal, low, disciplined or imperuous. Impetuous units may charge without orders
; training determines how tidy the unit's formation is
;
士气 数值从左到右依次是:
基础士气,
纪律(normal普通, low低, disciplined 纪律好or imperuous鲁莽),
训练

; stat_charge_distance Distance from the enemy that the unit will begin charging
冲锋距离 部队从多远开始冲锋

; stat_fire_delay Ectra delay over that imposed by animation, hetween volleys
射击间隔 每次齐射间的间隔

; stat_cost Number of turns to build,
; Cost of unit to construct
; Cost of upkeep
; Cost of upgrading weapons
; Cost of upgrading armour
; Cost for custom battles
招募费用 数值从左到右依次是:
所需回合数,
招募费用,
维护费用,
武器升级费用,
护甲升级费用

; stat_ownership List of factions and cultures that may have this unit
所属种族 所属的种族或文化

那么,现在我们以亚美尼亚铁甲弓骑的数据为例来看一看
type east cataphract archer
dictionary east_cataphract_archer ; Cataphract Archers
category cavalry
class missile
voice_type Heavy_1
soldier east_cataphract_archer, 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 10, 3, arrow, 120, 40, missile, archery, piercing, none, 25 ,1
stat_pri_attr no
stat_sec 9, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 18, 4, 0, metal
stat_sec_armour 0, 1, flesh
stat_heat 3
stat_ground 0, 1, -6, -1
stat_mental 8, normal, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300(注:此数据在游戏中已无意义)
stat_cost 2, 1140, 190, 120, 180, 1140
ownership armenia

只要参照上面的翻译,重要的数据就都可以得到了。

网友(2):

;诸葛弩
type Zhugelu Liubei
dictionary Zhugelu_Liubei
category infantry
class missile
voice_type Light_1
soldier Zhugelu_Liubei, 27, 0, 1
attributes sea_faring, hide_improved_forest, hide_long_grass, hide_anywhere, hardy, can_sap
formation 1.2, 1.2, 2.4, 2.4, 3, square
stat_health 1, 0
stat_pri 10, 4, crossbow, 140, 20, missile, archery, piercing, none, 25 ,0.10
stat_pri_attr spear, spear_bonus_12, bp
stat_sec 6, 4, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr spear, spear_bonus_8
stat_pri_armour 6, 9, 0, leather
stat_sec_armour 0, 2, flesh
stat_heat 0
stat_ground 2, 0, 4, 0
stat_mental 11, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 3, 2560, 700, 280, 180, 1280
ownership empire_east, empire_east_rebels

soldier Zhugelu_Liubei, 27, 0, 1 这里的27是人数,只能改到60游戏里就是240人了。
stat_health 1, 0 这里的1是生命

stat_pri 10, 4, crossbow, 140, 20, missile, archery,这里的10是攻击力,4是冲锋加成,140是射程,20是弹药数诸葛孥就是少

stat_pri_armour 6, 9, 0, leather 这里的6是防御,9是防御加成,0是盾防

stat_cost 3, 2560, 700, 280, 180, 1280这里的3是造的回合数,价格你自己对比一下改吧,我忘多少了

E:\新建文件夹\三国全战\bi\data 里的 export_descr_unit 文档