求几个难度较高的修改
本帖最后由 626983 于 2011-6-8 11:13 编辑1.怎样将无当飞军改成弓骑兵。
2.如何改变人口增长率?
总觉得打到中后期,人口成了沉重的负担,不仅闹瘟疫,还影响治安。想把人口增长率降到百分之零点几。
3.怎样把1.8a的精锐奖励系统和只能在有铁矿的城市造重步重骑移植到1.7雾隐中?
其实我想设置成只要答出一个问题就有金币 悬赏金额提高了,我可是倾家荡产来悬赏啊:L修改方法尽量简单点啊。本人修改盲:L 白花花的票子等着大家来赚啊,大家不要无视啊 下载ps整合版这些问题都可以解决了 本帖最后由 pansong 于 2011-6-8 16:06 编辑
给你一个修改教程吧 回复 pansong 的帖子
我看了你那个ps整合版的介绍,但是没有我这方面的介绍啊,能说详细点吗 回复 pansong 的帖子
我回去研究研究先 不能算是高难度吧 回复 luckgaoan 的帖子
{:5_129:}只修改过第一个 呵呵 本人觉得最难的还是修复冲车BUG
luckgaoan 有办法吗?觉得你技术应该挺高的 冲车BUG?没看懂
回复 luckgaoan 的帖子
就是冲车撞击城门 而且城门楼上可以站人的冲突
简单的就是冲车可以撞城门!嘿嘿 回复 luckgaoan 的帖子
我原来尝试修改冲车装城门
结果撞是可以撞了 就是城门楼上显示不出来站人了
而且士兵可以在城门周围的空中走 应该是模型的问题 回复 luckgaoan 的帖子
真的吗?不愧是斑竹大人啊。欢迎你来把金币赚走{:5_131:} 回复 626983 的帖子
pansong 发的教程里面都有啊 静待解决 人品好差啊,,,, 回复 luckgaoan 的帖子
我看了几遍,还是没找出来啊?就算找出来了,那都是罗马的,本人修改盲,一变就不会了 回复 626983 的帖子
修改人口增长率应该是改神庙export_descr_buildings
搜population_growth_bonus bonus 后面的数字应该就是增长率
找到的神庙的一些属性
population_loyalty_bonus bonus 100 加忠诚 1点代表1%
happiness_bonus bonus 100 加快乐 1点代表1%
population_growth_bonus bonus 10 加人口增长 1点代表1%
population_health_bonus bonus 100 加健康 1点代表1%
law_bonus bonus 100 加法律 1点代表1%
weapon_simple bonus 3 加轻武器
weapon_missile 5 加投射武器
weapon_bladed bonus 2 加重武器
armour bonus 1 加装甲
recruits_exp_bonus bonus 3 加经验
recruits_morale_bonus bonus 3 加士气
trade_base_income_bonus bonus 5 加贸易 1点增加一个贸易货物(貌似5个最大) 回复 626983 的帖子
至于精锐系统在bi\data\scripts\show_me script_12tpy_dates里
你可以将;------------------------------------------------------yanbaihu
monitor_event PostBattle WonBattle
and I_LocalFaction celts
and FactionIsLocal
and CharacterIsLocal
andI_BattlePlayerArmyIsAttacker
ifBattleSuccess > clear
console_command add_money 1000
end_if
ifBattleSuccess >= clear
console_command add_money 1000
end_if
ifBattleSuccess >= average
console_command add_money 500
end_if
ifBattleSuccess >= close
console_command add_money 500
end_if
end_monitor
;------------------------------------------------------liubei
monitor_event PostBattle WonBattle
and Trait Lz-0201-0 >= 1
and I_LocalFaction empire_east
and CharacterIsLocal
and not I_BattlePlayerArmyIsAttacker
and BattleSuccess >= close
and I_ConflictType SuccessfulAmbush
console_command create_unit J-0201-LiuBei "Baierbin Liubei" 1 0 3 3
console_command add_money -1500
end_monitor
monitor_event PostBattle WonBattle
and I_LocalFaction empire_east
and CharacterIsLocal
and Trait Lz-0201-0 >= 1
and BattleSuccess > clear
and RandomPercent < 30
console_command create_unit J-0201-LiuBei "Baierbin Liubei" 1 0 3 3
end_monitor
monitor_event PostBattle WonBattle
and I_LocalFaction empire_east
and CharacterIsLocal
and Trait Lz-0208-0 >= 1
and BattleSuccess > clear
and RandomPercent < 30
console_command create_unit J-0208-ChenDao "Baierbin Liubei" 1 0 3 3
end_monitor
monitor_event PostBattle WonBattle
and Trait Lz-0208-0 >= 1
and I_LocalFaction empire_east
and CharacterIsLocal
and not I_BattlePlayerArmyIsAttacker
and BattleSuccess >= close
and I_ConflictType SuccessfulAmbush
console_command create_unit J-0208-ChenDao "Baierbin Liubei" 1 0 3 3
console_command add_money -1500
end_monitor
monitor_event PostBattle WonBattle
and I_LocalFaction empire_east
and CharacterIsLocal
and Trait Lz-0202-0 >= 1
and PercentageUnitCategory infantry > 50
and BattleSuccess > clear
and RandomPercent < 50
console_command create_unit J-0202-GuanYu "Xiaodaoshou Liubei" 1 3 1 2
end_monitor
;------------------------------------------------------caocao
monitor_event PostBattle WonBattle
and CharacterIsLocal
and BattleSuccess >= close
and I_LocalFaction ostrogoths
and GeneralFoughtFaction slave
and BattleOdds <= 0.5
and RandomPercent < 40
console_command create_unit J-0101-CaoCao "Qinzou Wei" 2
end_monitor
monitor_event PostBattle WonBattle
and CharacterIsLocal
and Trait Lz-0107-0 >= 1
and BattleSuccess > clear
and I_LocalFaction ostrogoths
and PercentageUnitCategory infantry > 50
and RandomPercent < 50
console_command create_unit J-0107-XuChu "Huben Wei" 1 0 0 1
end_monitor
monitor_event PostBattle WonBattle
and CharacterIsLocal
and Trait Lz-0106-0 >= 1
and BattleSuccess > clear
and I_LocalFaction ostrogoths
and PercentageUnitCategory infantry > 50
and RandomPercent < 50
console_command create_unit J-0106-DianWei "Huben Wei" 1 0 0 1
end_monitor
;------------------------------------------------------lvbu
monitor_event PostBattle WonBattle
and CharacterIsLocal
and Trait Lz-0403-0 >= 1
and BattleOdds <= 0.5
and BattleSuccess > clear
and I_LocalFaction goths
and RandomPercent < 50
console_command create_unit J-0403-ZhangLiao "Xiaoyaojinsishi Lvbu" 1 9 3 3
end_monitor
monitor_event PostBattle WonBattle
and CharacterIsLocal
and I_LocalFaction goths
and PercentageUnitCategory cavalry > 50
and BattleSuccess > clear
and RandomPercent < 30
console_command create_unit J-0401-LvBu "Xuangeqibin Lvbu" 1 3 1 3
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and RandomPercent < 10
console_command create_unit J-0402-GaoShun "Xianzhenyin Lvbu" 1 2 3 3
console_command add_money -2000
end_monitor
;------------------------------------------------------yuanshao
monitor_event PostBattle WonBattle
and Trait Lz-0508-0 >= 1
and CharacterIsLocal
and PercentageUnitCategory infantry > 50
and BattleSuccess > clear
and RandomPercent < 50
and I_LocalFaction lombardi
console_command create_unit J-0508-ZhangHe "Dageshi YuanShao" 1 1 2 2
end_monitor
monitor_event PostBattle WonBattle
and I_LocalFaction lombardi
and CharacterIsLocal
and Trait Lz-0521-0 >= 1
and PercentageUnitCategory infantry > 80
and BattleSuccess >= close
and RandomPercent < 50
console_command create_unit J-0521-JuYi "Xiandengsishi YuanShao" 1 9 3 3
end_monitor
;------------------------------------------------------gongsun
monitor_event PostBattle WonBattle
and CharacterIsLocal
and BattleSuccess >= close
and Trait Lz-0610-0 >= 1
and I_LocalFaction saxons
and PercentageUnitCategory cavalry > 80
and RandomPercent < 10
console_command create_unit J-0610-ZhaoYun "Baimayicong Gongsun" 1 4 2 2
end_monitor
monitor_event PostBattle WonBattle
and CharacterIsLocal
and BattleSuccess >= close
and Trait Lz-0601-0 >= 1
and I_LocalFaction saxons
and PercentageUnitCategory cavalry > 80
and RandomPercent < 10
console_command create_unit J-0601-GongSunZan "Baimayicong Gongsun" 1 4 2 2
end_monitor
;------------------------------------------------------sunce
monitor_event PostBattle WonBattle
and I_LocalFaction sassanids
and CharacterIsLocal
and Trait Lz-0329-0 >= 1
and BattleSuccess >= close
and BattleOdds <= 0.5
and PercentageUnitCategory cavalry > 80
and RandomPercent < 50
console_command create_unit J-0329-GanNing "Jieyinqi Sunche" 1 2 1 1
end_monitor
;------------------------------------------------------zhanglu
monitor_event PostBattle WonBattle
and I_LocalFaction romano_british
and CharacterIsLocal
and BattleSuccess >= close
if RandomPercent < 80
console_command create_unit J-1701-ZhangLu "Guizu Zhanglu" 2 2 1 1
end_if
if RandomPercent < 10
console_command create_unit J-1701-ZhangLu "Jianshi Zhanglu" 1 2 1 1
end_if
if RandomPercent < 10
console_command create_unit J-1701-ZhangLu "Gongshou Zhanglu" 1 2 1 1
end_if
end_monitor
;------------------------------------------------------lique
monitor_event PostBattle WonBattle
and I_LocalFaction franks
and CharacterIsLocal
and BattleSuccess > clear
and PercentageUnitCategory infantry > 80
and RandomPercent < 50
console_command create_unit J-1101-LiJue "Feixiongjun" 1 2 1 1
end_monitor
;------------------------------------------------------hanxuan
monitor_event PostBattle WonBattle
and CharacterIsLocal
and Trait Lz-1602-0 >= 1
and BattleSuccess > clear
and I_LocalFaction empire_west_rebels
and PercentageUnitCategory infantry > 80
and RandomPercent < 50
and I_LocalFaction empire_west_rebels
console_command create_unit J-1602-HuangZhong "changbinsheshou Hanxuan" 1 3 1 2
end_monitor复制过去。注意格式
重系列应该是在兵种后面加入需要铁的条件,比如
recruit "Yongliangzhongbubin Mateng"0requires factions { burgundii, franks, } and resource iron or resource copper
后的and resource iron or resource copper就是需要铁矿或者铜矿
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