《罗马全面战争》修改大全和秘籍游侠NetShow网友:neptunej特把本人的心得汇总在一起,供大家参考。
1、有些data文件中各兵种属性的说明,方便大家自己去查阅兵种的属性。
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.1.0is 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(ifapplicable)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(in1/10th 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 attacksfrom 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type east cataphract archerdictionary east_cataphract_archer;Cataphract Archerscategory cavalryclass missilevoice_type Heavy_1soldier east_cataphract_archer,27,0,1mount horse cataphractmount_effect elephant-8,camel-4attributes sea_faring,hide_forest,cantabrian_circleformation1.5,4,3,6,4,squarestat_health1,0stat_pri10,3,arrow,120,40,missile,archery,piercing,none,25,1stat_pri_attr nostat_sec9,3,no,0,0,melee,simple,piercing,sword,25,1stat_sec_attr nostat_pri_armour18,4,0,metalstat_sec_armour0,1,fleshstat_heat3stat_ground0,1,-6,-1stat_mental8,normal,highly_trainedstat_charge_dist30stat_fire_delay0stat_food60,300stat_cost2,1140,190,120,180,1140 ownership armeniaBritons不列颠Roman罗马Greek希腊Egypt埃及Carthage迦太基Numidia努米底亚Spain西班牙Parthia帕提亚Armenia亚美尼亚Macedon马其顿Dacia达西亚Pontus本都Thrace色雷斯romans julii罗马朱利家族(红)romans brutii罗马布鲁提家族(绿)romans scipii罗马西皮阿家族(蓝) romans senate罗马元老院Seleucid塞留古Gauls高卢Scythia西徐亚Germans日尔曼Infantry步兵Cavalry骑兵Gladiators角斗士Archers弓箭手Ballistas射石器Scorpions蝎形弩Onagers投石器Chariots战车Elephants战象Slingers投石手Cataphract Archers铁甲弓骑Cataphract铁甲骑兵Cappadocian Cavalry本都铁甲骑兵Gothic Cavalry哥特骑兵2、神庙的最优选择,如何拥有金剑金盾的部队。