(同步到官方百科15:47, 22 April 2019 Dauth) |
(2021年8月30日 (一) 13:51 Dauth) |
||
第1行: | 第1行: | ||
{{Version|1. | {{Version|1.1}} | ||
{{Expand}} | {{Expand}} | ||
== 修改单位 == | == 修改单位 == | ||
Modding units can be done by modding individual units type files in "ImperatorRome\game\common\units". | |||
=== 单位类型 === | === 单位类型 === | ||
When modding there are few values to be considered. archers = { } defines the unit type, army = yes defines whether it's army or navy. assault = yes defines whether it can assault a fort. enable = yes defines whether it's enabled for everyone, for units not everyone can use from start, this is defined elsewhere. is_second_rank or is_flank tends to define where this unit is used by default, but does not prevent it from being used by a player in a different position. Every unit has a manuever which determines how many units it can attack across from. A maneuver of 0 means that it can only attack the unit in front of it. Movement speed can be understood relative to other unit's movement speed, for example the fastest land units can move 4, while the slowest naval unit can move 7, so naval units are always faster than land units. build_cost is how much gold and build_time is how many days until recruited. The unit modifiers show how much damage this unit does against other units, 1.0 is normal damage, 0.75 is 25% less damage, 1.25 is 25% more damage, etc. You could also add morale_damage_done or morale_damage_taken to modify those. attrition_weight is how much that unit adds to your army's supply weight. | |||
<pre> | <pre> | ||
archers = { | archers = { | ||
army = yes | |||
assault = yes | |||
enable = yes | |||
maneuver = 1 | |||
movement_speed = 2 | |||
build_cost = 4 | |||
build_time = 45 | |||
light_infantry = 1.25 | |||
heavy_infantry = 1.10 | |||
heavy_cavalry = 0.90 | |||
warelephant = 1.0 | |||
horse_archers = 1.0 | |||
archers = 1.0 | |||
camels = 0.9 | |||
light_cavalry = 0.9 | |||
attrition_weight = 0.9 | |||
morale_damage_taken = 1.25 | |||
ai_max_percentage = 15 | |||
} | } | ||
</pre> | </pre> |
2022年5月31日 (二) 20:26的最新版本
请帮助改进这个词条或者段落来 完善它。 |
修改单位
Modding units can be done by modding individual units type files in "ImperatorRome\game\common\units".
单位类型
When modding there are few values to be considered. archers = { } defines the unit type, army = yes defines whether it's army or navy. assault = yes defines whether it can assault a fort. enable = yes defines whether it's enabled for everyone, for units not everyone can use from start, this is defined elsewhere. is_second_rank or is_flank tends to define where this unit is used by default, but does not prevent it from being used by a player in a different position. Every unit has a manuever which determines how many units it can attack across from. A maneuver of 0 means that it can only attack the unit in front of it. Movement speed can be understood relative to other unit's movement speed, for example the fastest land units can move 4, while the slowest naval unit can move 7, so naval units are always faster than land units. build_cost is how much gold and build_time is how many days until recruited. The unit modifiers show how much damage this unit does against other units, 1.0 is normal damage, 0.75 is 25% less damage, 1.25 is 25% more damage, etc. You could also add morale_damage_done or morale_damage_taken to modify those. attrition_weight is how much that unit adds to your army's supply weight.
archers = { army = yes assault = yes enable = yes maneuver = 1 movement_speed = 2 build_cost = 4 build_time = 45 light_infantry = 1.25 heavy_infantry = 1.10 heavy_cavalry = 0.90 warelephant = 1.0 horse_archers = 1.0 archers = 1.0 camels = 0.9 light_cavalry = 0.9 attrition_weight = 0.9 morale_damage_taken = 1.25 ai_max_percentage = 15 }
文档 | 效果指令 • 触发条件 • 修正列表 • 作用域 • 变量 • 数据类型 • 本地化 • 可自定义的本地化 |
脚本 | AI • 建筑 • 宣战理由 • 人物 • 人物互动 • 战术 • 国家 • 文化 • 决议 • Defines • 经济政策 • 事件 • 渊源 • 政府 • 总督政策 • 理念 • 修正 • 军事传统 • 官职 • 行动 • 派系 • 价格 • 人口 • 宗教 • 省份 • Script Values • Scripted Modifiers • 附属国类型 • 科技 • 商品 • 特质 • 单位 |
地图 | 地图 • 地形 • 地图定位器 |
图形 | 3D模型 • 界面 • 盾徽 • 图形资产 • 字体 • 粒子效果 • 着色器 • 单位模型 |
音频 | 音乐 • 音效 |
其他 | 控制台命令 • 校验和 • 模组结构 • 错误调试 |