钢铁雄心4自建国修改教程
时间:2016-06-13 11:09:03 来源:3DM 作者:琉璃一世自独白 热度: 2542 次
《钢铁雄心4》中自建国可以自己定义一个国家,但是这个国家有很多地方还是有局限性的,小编这里就来和大家分享下其自建国的修改方法,以供参考。
3
common/country_tags/00_countries
GER = "countries/Germany.txt"
ENG = "countries/United Kingdom.txt"
ZHG = "countries/ZHG.txt" 添加
SOV = "countries/Soviet Union.txt"
SWE = "countries/Sweden.txt"
FRA = "countries/France.txt"
LUX = "countries/Luxemburg.txt"
BEL = "countries/Belgium.txt"
HOL = "countries/Holland.txt"
CZE = "countries/Czechoslovakia.txt"
POL = "countries/Poland.txt"
AUS = "countries/Austria.txt"
LIT = "countries/Lithuania.txt"
EST = "countries/Estonia.txt"
LAT = "countries/Latvia.txt"
SPR = "countries/Spain.txt"
ITA = "countries/Italy.txt"
ROM = "countries/Romania.txt"
4
gfx/flags/直接复制好了 当然自己会改也行 两个子文件里也要添加medium 和small
5
history/states下 是省份文件
1-France 文本为例子
state={
id=1
name="STATE_1" # Corsica
manpower = 322900
state_category = town
history={
owner = FRA 控制 国家
victory_points = { 3838 1 }
buildings = {
infrastructure = 4
industrial_complex = 1
air_base = 1
3838 = {
naval_base = 3
}
}
add_core_of = FRA 国家核心
}
provinces={
3838 9851 11804
}
}
5
理念common/ideas/下 china文本为例子 复制 改名 打开
ideas = {
country = {
german_advisors = {
allowed = {
always = no
}
allowed_civil_war = {
NOT = {
has_government = communism
}
}
removal_cost = -1
research_bonus = {
land_doctrine = 0.07
}
}
CHI_civil_war_deserters = {
picture = generic_morale_bonus
allowed = {
always = no
}
allowed_civil_war = {
NOT = {
OR = {
has_government = communism
has_government = fascism
}
}
}
removal_cost = -1
modifier = {
army_morale_factor = -0.2
}
}
# Communist uprisings may cause states to defect to PRC
CHI_communist_uprisings = {
picture = FRA_scw_intervention_republicans_focus
allowed = {
always = no
}
allowed_civil_war = {
NOT = {
has_government = communism
}
}
removal_cost = -1
modifier = {
}
}
}
political_advisor = {
CHI_xie_juezai = {
picture = generic_political_advisor_asia_1
allowed = {
original_tag = CHI 改为 original_tag = ZHG
}
traits = { silent_workhorse }
}
CHI_deng_xiaoping = {
picture = generic_political_advisor_asia_2
allowed = {
original_tag = CHI
}
traits = { captain_of_industry }
}
CHI_chen_yi = {
picture = generic_political_advisor_asia_3
allowed = {
original_tag = CHI
}
traits = { compassionate_gentleman }
}
}
army_chief = {
#Communist
CHI_zhu_de = {
picture = generic_army_asia_1
allowed = {
original_tag = CHI
}
traits = { army_chief_offensive_2 }
ai_will_do = {
factor = 1
}
}
#Clique
CHI_chen_jitang = {
picture = generic_army_asia_2
allowed = {
original_tag = CHI
}
traits = { army_chief_organizational_2 }
ai_will_do = {
factor = 1
}
}
#Nationalist
CHI_li_zongren = {
picture = generic_army_asia_3
allowed = {
original_tag = CHI
}
traits = { army_chief_defensive_3 }
ai_will_do = {
factor = 1
}
}
CHI_he_yingqin = {
picture = generic_army_asia_1
allowed = {
original_tag = CHI
}
traits = { army_chief_maneuver_2 }
ai_will_do = {
factor = 1
}
}
}
air_chief = {
#Communist
#Fang Zeyi
#army_aviation_doctrine
#Clique
CHI_wang_shuming = {
picture = generic_air_asia_1
allowed = {
original_tag = CHI
}
traits = { air_chief_ground_support_2 }
ai_will_do = {
factor = 1
}
}
#Nationalist
CHI_zhou_zhirou = {
picture = generic_air_asia_2
allowed = {
original_tag = CHI
}
traits = { air_chief_old_guard }
ai_will_do = {
factor = 1
}
}
}
navy_chief = {
#Communist
CHI_xiao_jinguang = {
picture = generic_navy_asia_1
allowed = {
original_tag = CHI
}
traits = { navy_chief_commerce_raiding_2 }
ai_will_do = {
factor = 1
}
}
#Clique
CHI_bai_chongxi = {
picture = generic_navy_asia_2
allowed = {
original_tag = CHI
}
traits = { navy_chief_reform_2 }
ai_will_do = {
factor = 1
}
}
#Nationalist
CHI_chen_shaokuan = {
picture = generic_navy_asia_3
allowed = {
original_tag = CHI
}
traits = { navy_chief_decisive_battle_2 }
ai_will_do = {
factor = 1
}
}
}
# TECHNOLOGY
naval_manufacturer = {
designer = yes
jiangnan_shipyard_group = {
picture = generic_naval_manufacturer_3
allowed = {
original_tag = CHI
}
research_bonus = {
naval_equipment = 0.10
}
# riverine warfare weak on open waters
traits = { naval_manufacturer }
}
}
aircraft_manufacturer = { #
designer = yes
camco = {
picture = generic_air_manufacturer_3
allowed = {
original_tag = CHI
}
research_bonus = {
air_equipment = 0.10
}
traits = { medium_aircraft_manufacturer }
# assembled hawk II and hawk III fighter bombers as well as the Vultee V-11 ground attackers
ai_will_do = {
factor = 1
}
}
}
theorist = {
CHI_bo_yibo = {
picture = generic_army_asia_2
allowed = {
original_tag = CHI
}
research_bonus = {
land_doctrine = 0.07
}
traits = { military_theorist }
}
CHI_fang_zeyi = {
picture = generic_air_asia_2
allowed = {
original_tag = CHI
}
research_bonus = {
air_doctrine = 0.07
}
traits = { air_warfare_theorist }
}
CHI_huang_shen = {
picture = generic_navy_asia_2
allowed = {
original_tag = CHI
}
research_bonus = {
naval_doctrine = 0.07
}
traits = { naval_theorist }
}
}
high_command = {
CHI_gao_zhihang = {
picture = generic_air_asia_2
allowed = {
original_tag = CHI
}
traits = { air_air_superiority_3 }
ai_will_do = {
factor = 1
}
}
CHI_xiao_yisu = {
picture = generic_army_asia_2
allowed = {
original_tag = CHI
}
traits = { army_infantry_2 }
ai_will_do = {
factor = 1
}
}
CHI_chen_cheng = {
picture = generic_army_asia_3
allowed = {
original_tag = CHI
}
traits = { army_regrouping_2 }
ai_will_do = {
factor = 1
}
}
CHI_yu_hanmou = {
picture = generic_army_asia_1
allowed = {
original_tag = CHI
}
traits = { army_logistics_2 }
ai_will_do = {
factor = 1
}
}
}
这里包含内阁 国家精神 一会再说新建国家精神 新建内阁 你以为内阁就是换个人名 你错了 是各种BUFF
6
该兵模 哇哈哈
gfx/entities/ 下 夷步兵文本为例子 units_infantry跟 infantry
units_infantr 打开 如果用美国步兵兵模的话 打开 搜索 USA
entity = {
name = "USA_infantry_entity" 改成name = "ZHG_infantry_entity"
pdxmesh = "USA_infantry_mesh"
default_state = "idle"
state = { name = "attack" animation = "charge_rifle" animation_blend_time = 0.0 animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
state = { name = "attack" animation = "charge_rifle_shoot" animation_blend_time = 0.0 animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
state = { name = "defend" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "support_attack" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "retreat" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "death" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
state = { name = "idle" animation = "long_idle02" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "idle" animation = "long_idle03" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
event = { time = 0 node="head" particle = "cigarette_smoke_particle" keep_particle = yes }
}
state = { name = "idle" animation = "long_idle04" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "idle" animation = "long_idle05" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
state = { name = "training" animation = "jumping_jacks" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "training" animation = "pushup" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "training" animation = "guard_rifle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
state = { name = "training" animation = "aim_exercise" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
attach = { name = "rifle1" Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
attach = { name = "rifle4" Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }
attach = { name = "rifle2" Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }
attach = { name = "rifle3" mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }
attach = { name = "lighter" Right_Hand_node_4 = "lighter_entity" }
attach = { name = "cigarette1" Right_Hand_node_2 = "cigarette_entity" }
attach = { name = "cigarette_package1" Right_Hand_node_3 = "cigarette_package_entity" }
attach = { name = "cigarette_package2" Left_Hand_node_2 = "cigarette_package_entity" }
attach = { name = "cigarette2" Root_node_1 = "cigarette_entity" }
scale = 0.8
}
都这样改 关于 飞机什么的同理 直接百度飞机 英文翻译 找对应文本修改
gfx/leaders 是将领 图像
7
common/names/00_names文本 打开搜索CHI
然后CHI = {
male = {
names = { Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu }
}
female = {
names = { }
}
surnames = { Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu }
callsigns = { }
}
ZHG = {
male = {
names = { Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu }
}
female = {
names = { }
}
surnames = { Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu }
callsigns = { }
} 用UE 打开 不然容易出错 这里是随机将领的名称
8
国家焦点树
common/national_focus/下的 N个文本 以德国为例子
复制germany 改名中国 打开
country = {
factor = 0
modifier = {
add = 10
tag = GER 改成 ZHG
}
}
其实 依葫芦画瓢 就可以新建了 应该 当然懒人直接复制算了 这个就不说了懂他太麻烦了 我懒得弄所以没测试所以不说 等以后想弄了 在说或者等别的大神
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