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帝国时代3修改方法

2021-08-08 来源:易榕旅网
帝国时代3修改方法

Three required files:

The Data directory

XML proto.

XML stringtable.

XML techtree.

The main contents of the documents:

The basic properties of the unit

Stringtable.xml: display language

Techtree. XML: the basic properties of technology and CARDS

A single file modification

1. Proto. XML

Open this file editor with a notepad.

< Unit id = 'X' name = 'XXX' >

The first attribute of the unit, without making complicated changes, advises against moving.

The < DBID > X < / DBID >

Usually do not make changes

The < DisplayNameID > X < / DisplayNameID >

The text code shown in the game is associated with the stringtable.xml.

The < EditorNameID > X < / EditorNameID >

Also shown in the text code, but do not know where to work, generally not to make changes, to the stringtable.xml connection.

\"ObstructionRadiusX.

ObstructionRadiusZ

The actual volume of the unit, the larger the number, the bigger the volume, the bigger the target.

The < FormationCategory > X < / FormationCategory >

There are the categories, the ones, the protected, the body, the mobile

It is commonly used for armed forces with Ranged attacks

Protected is generally used for artillery and for units with little ability to attack

Body is commonly used for melee infantry

Mobile is generally used for cavalry

The < MaxVelocity > X < / MaxVelocity >

The < MaxRunVelocity > X < / MaxRunVelocity >

The maximum walking/running speed, the higher the number, the faster the unit moves, the more valuable it is

The < MovementType > X < / MovementType >

The unit mobile mode, which has a lot of modification value

Air, water, land

Air: mobile is completely unhindered, flying in the sky.

Water: only in the sea.

Land: only on land.

The < TurnRate > X < / TurnRate >

The speed at which the unit turns, the higher the number, the faster the turn.

(if the number is too small, the unit will move in the direction of the target, and then slowly turn over again.)

The < AnimFile >

It is recommended not to make changes.

The < ImpactType > X < / ImpactType >

The units themselves, such as Flesh, Animal, Wood, Stone...

The < Icon > X < / Icon >

The profile of the unit call, which is shown in the build command.

The < PortraitIcon > X < / PortraitIcon >

The unit call profile, this is the big &small portrait when you click on a unit.

The < RolloverTextID > X < / RolloverTextID >

Language display code, which is the language code that displays the description of the unit in the building command or in the main city mode card.

The < ShortRolloverTextID > X < / ShortRolloverTextID >

The language display code, when you move the cursor to a unit, display the language code that describes the unit.

The < InitialHitpoints > X < / InitialHitpoints >

The initial value of the life that the unit has just been produced, if it changes to 0...

It's very valuable

The < MaxHitpoints > X < / MaxHitpoints >

Maximum life value of the unit (not upgraded).

It's very valuable

The < LOS > X < / LOS >

The view of the unit, the larger the number, the wider the horizon.

It's very valuable

The < ProjectileProtoUnit > X < / ProjectileProtoUnit >

The projectile that is fired at the time of unit attack, the unit name.

Changing the value

The < UnitAIType > X < / UnitAIType >

The AI type invoked when the unit is idle (for the time being).

It's very valuable

The < BuildPoints > X < / BuildPoints >

The < TrainPoints > X < / TrainPoints >

The amount of time the building/unit is required to produce. The larger the number, the slower the production.

(if you change the building to 0, you just put the building down.)

It's very valuable

< Bounty > X < / Bounty >

The < BuildBounty > X < / BuildBounty >

Unit death/production added experience value.

It's very valuable

< Cost resourcetype = 'XXX' > X < / Cost >

The type and number of resources required for the production unit.

It's very valuable

< InitialResource resourcetype = 'XXX' > X < / InitialResource >

The type and number of resources provided by the unit (such as trees and silver mines) that provide resource extraction.

It's very valuable

The < ResourceSubType > Gold < / ResourceSubType >

A unit that provides resource extraction with the type and number of resources (corresponding to the above).

It's very valuable

The < BuildingWorkRate > X < / BuildingWorkRate >

The multiplier of the speed of construction, such as research and production.

It's very valuable

The < MaxContained > X < / MaxContained >

Units provide room for space.

Changing the value

The < AllowedAge > X < / AllowedAge >

The unit was produced in the earliest times (0-4).

Changing the value

< Armor type = 'X' value = 'X' > < / Armor >

Unit armor type (see, siege, hand) and offset the percentage of damage. A unit can have more than one armor. I haven't tried it yet.

(for example, 0.2 indicates the 20% of the attack damage.)

High Numbers don't mean invincible!

This has to do with the type of damage in the back, and I'll show you later.

It's very valuable

The < BuilderLimit > X < / BuilderLimit >

Build the largest number of construction workers in the unit.

Changing the value

The < GathererLimit > X < / GathererLimit >

The maximum number of collectors supported by the unit.

It's very valuable

The < PopulationCount > X < / PopulationCount >

The population of each such unit.

(if you want to be a soldier, change it to zero.)

It's very valuable

The < PopulationCapAddition > X < / PopulationCapAddition >

The population that each class supports.

It's very valuable

The < UnitType > XXX < / UnitType >

The < Flag > XXX < / Flag >

Very modified value!

You can define the basic properties of the unit.

If not Delete (< Flag > NotDeleteable < / Flag >), the Hero (< UnitType > Hero < / UnitType > )...

I'll show you later.

In < UnitType > XXX < / UnitType >

Down here, usually

< Train row = 'X' page = 'X' column = 'X' > XXX < / Train > A string

This is the setting for the unit that the unit can produce! Very useful! Try to change it, add it, and I'll show you later.

In < Flag > XXX < / Flag >

Down here, usually

< Command page = 'X' column = 'X' > XXX < / Command >

This is the setting of certain capabilities (control buttons) for this unit, which is very useful! Try to change it, add it, and I'll show you later.

In \"Tactics > XXX < / the game >

And now, usually we have this

The < ProtoAction > XXX

< / ProtoAction >

A kind of set of unit action, very useful! There's a lot of associations, and I'm going to try to change it, and I'll show you how it's done in the future.

It's very valuable!

< ProtoAction > to < / ProtoAction > :

< Damage > XXX < / Damage > unit attacks Damage.

< DamageType > XXX < / DamageType > damage type.

< MaxRange > XXX < / MaxRange > range.

< ROF > XXX < / ROF > attack rate (the smaller the number, the higher the rate).

< DamageCap > XXX < / DamageCap > is not very clear, it seems to be the maximum Damage caused by an attack, normally used for ships, the value = Damage * 2

< DamageBonus type = 'XXX' > X < / DamageBonus > for the damage multiplier for certain units.

The UnitType of the corresponding unit is associated with XXX.

< DamageArea > XXX < / DamageArea > attack.

< DamageFlags > XXX < / DamageFlags > is unknown.

The setting of the collection speed of the collector.

Search \"< Unit id = '200' name = 'Settler' >\"

(gatherer), then search for \"< Name > Gather < / Name >\

There will be (the following values are original)

< Name > Gather < / Name >

< Rate type = 'Tree' > 0.500000 < / Rate >

< Rate type = 'Mill' > 0.670000 < / Rate >

< Rate type = 'AbstractMine' > 0.600,000 < / Rate >

'Rate type =' Plantation '> 0.500000 < / Rate >

< Rate type = 'Herdable' > 3.000000 < / Rate >

< Rate type = 'Huntable' > 0.840,000 < / Rate >

< Rate type = 'BerryBush' >.670000 < / Rate >

The larger the number, the faster the gathering speed. The unit of velocity should be X unit resource/SEC.

The basic modifications to the proto-.xml are written here.

2. Techtree. XML

Warning: the techtree that I use is the techtree. XML in the patch of the ranger's network below 9 levels and card use limits.

In this file, most of the technology or CARDS are described in this format:

< Tech name = 'XXX' type = 'XXX' >

The < DBID > X < / DBID >

< Status > XXX < / Status >

The < Flag > XXX < / Flag >

The < Effects >

< Effect type = 'Data' amount = 'X' subtype = 'Enable' relativity = 'Absolute' >

< Target type = 'ProtoUnit' > XXX < / Target > < / Effect > XXX

< / Effects >

< / Tech >

1). This is a complete description of a technology format.

Take the example of upgrading the technology of the three-mast battleship (the following information is originally set)

Search \"ImperialManOWar\" until the following description (the same as the standard trial version of this technology) :

\"Tech name = 'ImperialManOWar' type = 'Normal' >

The < DBID > 1336 < / DBID >

The < DisplayNameID > 31112 < / DisplayNameID >

< Cost resourcetype = 'Wood' > 1500.0000< / Cost >

< Cost resourcetype = 'Gold' > 1500.0000 < / Cost >

\"ResearchPoints >, 30.0000 < / ResearchPoints >

< Status > UNOBTAINABLE < / Status >

< Icon > UI \\ techs \\ imperial_navy \\ imperial_navy < / Icon >

The < RolloverTextID > 31111 < / RolloverTextID >

The < Flag > UpgradeTech < / Flag >

The < Flag > OrPrereqs < / Flag >

The < Flag > CountsTowardMilitaryScore < / Flag >

The < Prereqs >

< TechStatus status = 'Active' > Imperialize < / Prereqs >

The < Effects >

< Effect type = 'Data' amount = '$1.50' subtype = 'Damage' allactions = '1' relativity = 'BasePercent' >

\"Target type = 'ProtoUnit' > Frigate < / Effect >

< Effect type = 'Data' amount = '1.50' subtype = 'Hitpoints' relativity =' BasePercent '>

\"Target type = 'ProtoUnit' > Frigate < / Effect >

< Effect type = 'SetName' proto = 'Frigate' culture = 'none' newName = '42267' > < / Effect >

< / Effects >

< / Tech >

Tech name: the original English name of technology.

< DisplayNameID > X < / DisplayNameID > : the technology actually shows the name code. It is associated with the stringtable.xml.

< Cost resourcetype = 'X' > X < / Cost > : the type and amount of resources needed to develop this technology.

\"Research points > X < / ResearchPoints > : development time. The larger the number, the slower the development.

< Icon > X < / Icon > : the address of the technology Icon file.

< RolloverTextID > X < / RolloverTextID > : the language display code, which is the technology description text code.

< Flag > UpgradeTech < / Flag > : the basic properties of the technology. This is a requirement for upgrading the unit class

technology.

The < Effects >

< Effect type = 'Data' amount = '$1.50' subtype = 'Damage' allactions = '1' relativity = 'BasePercent' >

\"Target type = 'ProtoUnit' > Frigate < / Effect >

< Effect type = 'Data' amount = '1.50' subtype = 'Hitpoints' relativity =' BasePercent '>

\"Target type = 'ProtoUnit' > Frigate < / Effect >

< Effect type = 'SetName' proto = 'Frigate' culture = 'none' newName = '42267' > < / Effect >

< / Effects >

This is arguably the most valuable modification part.

< / Effects > : technology describes the end mark.

Effect type: the Effect of technology.

There's Data, SetName, TechStatus, SetAge four.

Data: allows you to set the property multiplier for the development object.

SetName: allows you to set new names for the development object.

TechStatus: unknown.

SetAge: allow the age of escalation (age1-4). If this description appears, it should be in < Flag > AgeUpgrade < / Flag > for the Flag >.

Amount: the property multiplier or increment of the development object.

Subtype: set a certain class attribute for the development object.

Allactions: it seems to be activating something that doesn't work.

Relativity: what belongs to the class attribute bonus (multiplier - BasePercent, incremental -- Absolute), such as bonus for growing efficiency generally use multiplier, the upper limit of population bonus with increment.

< Target type = 'ProtoUnit' > X < / Effect > < / Effect > : the technology development object (used for this description of the Effect type is not the other three types of technical effects of SetName).

Proto = 'X' : technology r&d object (for this description of Effect type is the technical Effect of SetName).

NewName: new name code for the technology development object (for SetName, proto)

Translation of the technology:

Empire modified battleship. Raised from a three-masted battleship to an Imperial man-of-war battleship. The damage was 150%, and the life value was 150%. It required 1,500 units of wood and 1500 units of gold. B:

1) if you want to make the damage bonus of this technology available to the town center, you can

< Effect type = 'Data' amount = '$1.50' subtype = 'Damage' allactions = '1' relativity = 'BasePercent' >

\"Target type = 'ProtoUnit' > Frigate < / Effect >

So let's do a new line here

< Effect type = 'Data' amount = 'X' subtype = 'Damage' allactions = '1' relativity = 'BasePercent' >

< Target type = 'ProtoUnit' > (town center name) < / Target > < / Effect >

Note that formatting is best aligned with the original format!

2) if you don't want this technology to add up to three masts, you can

< Effect type = 'Data' amount = '1.50' subtype = 'Hitpoints' relativity =' BasePercent '>

\"Target type = 'ProtoUnit' > Frigate < / Effect >

Delete it.

Note that formatting is best aligned with the original format!

That way, you can set up a technology at will.

This is a complete description of the format of a card (the meaning of the same).

\"Tech name = 'HCShipFrigates' type =' Normal '>

The < DBID > 2223 < / DBID >

The < DisplayNameID > 35725 < / DisplayNameID >

< Cost resourcetype = 'Ships' > 1.0000 < / Cost >

\"ResearchPoints > 40.0000 < / ResearchPoints >

< Status > UNOBTAINABLE < / Status >

< Icon > units \\ naval \\ frigate \\ frigate_icon_64x64 < / Icon >

The < Flag > HomeCity < / Flag >

The < Effects >

< Effect type = 'Data' amount = '1.00' subtype = 'FreeHomeCityUnit' unittype = 'Absolute' >

< Target type = 'Player' > < / Effect >

< / Effects >

< Flag > HomeCity < / Flag > : the unit is generated in the town center.

This card is translated:

A three-masted warship was sent from the main city to the battlefield.

The change amount is the amount of the three ships that are being shipped. B:

If you want something else, add:

The < Effects >

< Effect type = 'Data' amount = 'X' subtype = 'FreeHomeCityUnit' unittype = 'Absolute' >

< Target type = 'Player' > < / Effect >

Note that formatting is best aligned with the original format!

Simple tech/card modification is here.

3. Stringtable. XML

You can add, delete, and modify.

Try to change it yourself, and add a copy of the code, and notice that the code must correspond to the code for techtree. XML or proto.xml, otherwise the description will not be displayed.

To be honest, this part is not good enough. Here we go into the next step.

Two. Complex modification

Add new recruits.

Take the example of the uss Missouri.

First, select a former body, and I select Monitor (gunboat).

Find Monitor in proto.xml, from

< / Unit >

< Unit id = '427' name = 'Monitor' > starts to copy down to the end of Monitor

< / ProtoAction >, pasting. Note that paste should be copied from other units.

The preliminary seed of the new recruits is well prepared.

Let's go to the paste and modify it.

Name is changed to the name of Monitor, such as BattleCruiser.

The Unit id is changed to a number that does not overlap with any Unit, such as 999.

DisplayNameID, the EditorNameID is changed to a number that does not overlap with any unit, which is 99999,99998.

To display the DisplayNameID, EditorNameID writes the name you need.

Open the stringtable.xml, and create two new lines (that is < String _locID = 'X' > XXX < / String >, and be aware of alignment).

The X parts of the two lines are written at 99999,99998.

To these two string description. You can write the name that oneself like, the author in 99999 that line in Missouri, 99998 the line write the unmatched firepower of warships.

The new instructions are completed.

Below, you can modify the attributes of BattleCruiser (for example, make it a hero and make it like a big ship...) .

We created a new recruit, how do we make it happen in the game?

You can also make it out by card.

This is just a way of getting new recruits through the CARDS.

Remember that a card is a Monitor? We're writing on this card.

Turn on techtree. XML, whose card name is called HCShipMonitors, search for this card and change the Monitor from unittype to the BattleCruiser you just named.

(so, when you make this card will only be shipped to Missouri, not to the Monitor. If you are not satisfied, can amend the card into sends both the Monitor and BattleCruiser. Try it yourself!)

One problem: the new units will not use any skills.

Let the unit have the capability of production.

Modify the example: let explorer build a super fortress.

Open the Proto. XML.

Search for the section that describes the explorer.

You will find that there is another one

The < UnitType > AbstractInfantry < / UnitType >

< Train row = '0' page = '6' column = '1' > TradingPost < / Train >

< Train row = '0' page = '6' column = '0' > TownCenter < / Train >

< Train row = '0' page = '6' column = '2' > WarDog < / Train >

Copy the last line above and paste it to the next line (note the format), column 3, and the English name in the back is the FortFrontier!

The ability to build a superfortress has already been made. Don't you want him to be built faster?

Still found in the description section of the explorer

The < ProtoAction >

< Name > Build < / Name >

< Rate type = 'TradingPost' > 3.000000 < / Rate >

The Rate type = 'TownCenter' > 1.000000 < / Rate >

< / ProtoAction >

\"Rate type =\" FortFrontier \"> X < / Rate >, where X is the multiplier for building speed!

Test results!

For no production capacity of the unit, in the last line of

UnitType lines next add described above (< \"Train\" row = 'X' page = 'X' column = 'X' > XXX < / \"Train\" > ) can!

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