设为首页收藏本站

单机游戏

 找回密码
 - 注 - 册 -

QQ登录

只需一步,快速开始

楼主: doublepaopao
打印 上一主题 下一主题

[mod] 【搬】HOI III TFH MOD -- Black ICE Mk VII<27/02/13 一键安装包2.0 HOTFIX>

    [复制链接]

2

主题

1

听众

67

积分

下士

UID
70602
阅读权限
30
注册时间
2007-9-30
积分
67 个
金钱
1869 Pb
存款
0 Pb
臭鸡蛋
1 斤
切糕
1 斤
贡献
0
21#
发表于 2013-1-20 14:55:09 |只看该作者
到creating texture for quad 41xx就出错了
球安慰 球解释
回复

使用道具 举报

58

主题

0

听众

1万

积分

超级版主

帝国主义

UID
545107
阅读权限
255
注册时间
2010-4-6
积分
16350 个
金钱
296526 Pb
存款
572251 Pb
臭鸡蛋
39 斤
切糕
244 斤
贡献
1

社区QQ达人

22#
发表于 2013-1-20 16:42:59 |只看该作者
可耻。最后一个链接居然要User Name + Password
回复

使用道具 举报

3

主题

2

听众

128

积分

中士

UID
776258
阅读权限
40
注册时间
2012-6-14
积分
128 个
金钱
918 Pb
存款
0 Pb
臭鸡蛋
0 斤
切糕
1 斤
贡献
0
23#
发表于 2013-1-20 21:18:54 |只看该作者
78691584 发表于 2013-1-20 11:14
第一个文件快传下载地址 http://kuai.xunlei.com/d/qfLxAAJWWgDzYPtQc17
第二个文快传下载地址 http://kua ...

活雷锋~!
回复

使用道具 举报

3

主题

2

听众

128

积分

中士

UID
776258
阅读权限
40
注册时间
2012-6-14
积分
128 个
金钱
918 Pb
存款
0 Pb
臭鸡蛋
0 斤
切糕
1 斤
贡献
0
24#
发表于 2013-1-20 21:22:21 |只看该作者
78691584 发表于 2013-1-20 11:38
。。。足足运行了快16分钟,然后到creating texture for quad 5462就出错了,心碎了。。。。。。。。。。。 ...

不是吧 我还没有装1.63 没有出错 这 下不敢装升级挡了啊
回复

使用道具 举报

3

主题

2

听众

128

积分

中士

UID
776258
阅读权限
40
注册时间
2012-6-14
积分
128 个
金钱
918 Pb
存款
0 Pb
臭鸡蛋
0 斤
切糕
1 斤
贡献
0
25#
发表于 2013-1-20 23:22:25 |只看该作者
好复杂的科技啊 看了三个半小时 终于略懂~
回复

使用道具 举报

3

主题

2

听众

128

积分

中士

UID
776258
阅读权限
40
注册时间
2012-6-14
积分
128 个
金钱
918 Pb
存款
0 Pb
臭鸡蛋
0 斤
切糕
1 斤
贡献
0
26#
发表于 2013-1-21 00:12:03 |只看该作者
楼主 能不能把 mod说明啥的搬运来点 我们看不了啊 勋章系统 貌似 是将领潜力 不过勋章看不懂啊
回复

使用道具 举报

106

主题

5

听众

7775

积分

实习版主

UID
388627
阅读权限
200
注册时间
2009-2-21
积分
7775 个
金钱
22508 Pb
存款
106016 Pb
臭鸡蛋
33 斤
切糕
135 斤
贡献
0
27#
发表于 2013-1-21 03:30:49 |只看该作者

Black ICE Units Guide

本帖最后由 doublepaopao 于 2013-1-21 05:32 编辑

Land Units

Infantry

"Line" Brigade

Light Infantry Brigade - Light Infantry brigades are a light supply consuming high mobile infantry brigades. (Historic Background)
Elite Light Infantry Brigade - Elite light infantry brigades are an elite high-mobility light infantry unit. They are a low cost supply unit and perform good in bad terrain too.
French Foreign Legion - Elite light infantry for France
Bersaglieri Brigade - Elite light infantry brigades for Italy (Historic Background)
Elite Marine Brigade - Elite marines are a member of an infantry force that specializes in naval operations such as amphibious assault. Elite Marines are way more professional than regular Marines and do way better than any other unit in invasions. (Historic Background)
Ski Brigade - Special artic terrain light infantry. These guys ski through ICE! (Historic Background)
Air Landing Infantry Brigade - Heavy Glider infantry. This unit carriers heavy equipment right to the front. A Strong infantry unit only transportable by Assault Gliders.
Semi Motorized Brigade - Infantry units with motorised heavy equipment and limited truck transports. Unlike motorised infantry, semi-motorised are not truly mobile troops.
Fascist Militia Brigade - A strong politically motivated policing unit for behind the lines available for all who join the axis faction. Germany can upgrade them to SS-Cavalry.
Air Cavalry Brigade - Is a late war light infantry unit which operates with helicopters. Its a fast moving and hard hitting unit in difficult terrain, but it very expensive to form.
Kampfgruppe - This unit has fairly powerful stats but relatively low strength as a mobile main brigade. It will be formed with another small support brigade via Event only. (The US has the same units but under the name of Combined Arms Brigade). (Kampfgruppe Background - Combined Arms Brigade Background)

Support Brigade

NKVD Brigade - The infamous NKVD brigades are a strong soviet policing unit. Perfect to be used to suppress local revolts or to defend the motherland. They have very high morale thus make their division last longer in battles. (Historic Background)
Conscripts Brigade - A very weak unit with few tech upgrades. Represents a large mass of civilians hastily thrown into a battle. The unit is event OOB only and has zero frontage. Needs a frontage brigade to give it any staying power (such as the NKVD brigade). It is designed to stand and fight taking huge losses without reteating, but being too weak to inflict many losses on the attacker. It basically buys time with blood.
Armoured Trains - These are a HQ/leader protection unit with good AA defense/attack and anti partisan abilities. They have the same movement penalties as the leader units so they make a good combination. They are event OOB only and will be available for German and Soviet players.
Gurkha Brigade - Gurkhas are known for their reputation of being fierce fighters and brave soldiers. They are only buildable by Britain. This special unit is trained to fight in jungle and in desert environments. (Historic Background)
Commando Brigade - A small, but very strong assault unit that excels in bad terrain and bad situations. Expensive to train. (Historic Background)
Desant Infantry Battalion - Infantry typed tank support unit. Also known as Tank Riding Infantry. This unit is equal to a weak motorized brigade.
Armoured Infantry Battalion - Armoured Infantry unit type support brigade . This unit can be described as a weak Mechanized Brigade.

Tank

"Line" Brigade

Foreign Equipment Brigade (Captured Armour) - They are between medium and light armour however they can be converted to Tank destroyers.

Support Brigade

Light Armour Battalion - Armor Unit type support brigade. This unit is can be categorized as a weak Light Armour brigade.
Armour Battalion - Armor Unit type support brigade. A smaller support version of the Armour Brigade.
Infantry Tank Brigade - Infantry tanks were tanks designed to support the infantry in the attack. They are the best early game tanks used by the Allies and lose their throne in 1940. (Historic Background)
Amphibious Armour Brigade - Amphibious Armour is perfect for naval invasions. They provide the Hard Attack infantry can't. They work amazingly well when combined with Elite Marines or Marines.
Medium Tank Destroyer Brigade - Stronger than the Tank Destroyer Unit this unit is perfect for mass production and to counter enemy armour in the mid war era.A Useful upgrade for the early war TD brigades
Heavy Tank Destroyer Brigade - A Stronger and more effective version of the Medium Tank Destroyer unit.These units are the ultimate tank busters! Very strong hard attack but very expensive to maintain.
Assault Gun Brigade - An assault gun is designed for use in the direct fire role in support of infantry when attacking other infantry or fortified positions. (Historic Background)
Heavy Assault Gun Brigade - A Heavier and stronger version of the Assault Gun. The Heavy Assault Gun Brigade is much more expensive but way stronger than the Assault Gun Brigade. This unit is the ultimate bunker buster!

Support

Airborne Artillery Brigade - Perfect to merge with your Paratrooper divisions. They can be paradropped in to enemy territory and provide firepower to paratrooper brigades.
Pack Artillery Brigade - Pack Artillery was designed to fight in Mountain or hill regions they work very well with Mountaineers.
Super Heavy Artillery Brigade - This Unit represents Coastal Artillery and Super Heavy Howitzers. It is perfect for bombarding cities and protecting ports which may receive naval invasions. (Historic Background)
Armoured Engineers Brigade - Armoured Enginners are specialised engineer units to support tank and mechanized division formations.
Self Propelled Anti Air Brigade - Self Propelled Anti Air brigades are the best mobile Anti Air units in Black ICE. Although being fuel expensive they are very useful in the late game.
Self Propelled Artillery Brigade - Self Propelled Artillery brigades are the best mobile Artillery units in Black ICE. Although being fuel expensive they are very useful in the late war game.
Recon Cavalry Brigade - A Light Cavalry unit that is has low supply costs and performs good in non ideal terrain.
Motorcycle Recon Brigade - A low cost fuel effiecent subsitute for armoured cars. These are fast, flavour units.
Leader Unit - These units are currently just for flavour. Players can roleplay with these and move them around the map. They represent important figures or headquarters of WW2. (Later these will be added to events and triggers and will even have effects on the game when they get destroyed)
HQ Defense Unit - Just as it is named. The HQ Defense Unit provides excellent defence to important HQs. After building this unit attach them to HQs to protect them. These are a combination of part Garrison/ part AA and part MP to protect your HQ brigades.

SS Units

Were created as the armed wing of the Nazi Party's Schutzstaffel ("Protective Squadron"), and gradually developed into a multi-ethnic and multi-national military force of Nazi Germany. (Historic Background)
SS Tank Destroyer Brigade
SS Panzer Brigade
SS Motorized Brigade
SS Militia Brigade
SS Mechanized Brigade
SS Infantry Brigade
SS Heavy Armour Brigade
SS Cavalry Brigade
SS Bergsjaeger Brigade


Guard Units

Were and still are elite military units of Imperial Russia, the Soviet Union and the Russian Federation. The tradition goes back to the a chieftain's druzhina of medieval Kievan Rus' and the Marksman Troops (Стрелецкое Войско), the Muscovite harquebusiers formed by Ivan the Terrible by 1550. The exact meaning of the term "Guards" varied over time. (Historic Background)
Guard Mechanized Brigade
Guard Motorized Brigade
Guard Infantry Brigade
Guard Heavy Armour Brigade
Guard Heavy Cavalry Brigade
Guard Armor Brigade
Guard Self Propelled Rocket Artillery Brigade


回复

使用道具 举报

106

主题

5

听众

7775

积分

实习版主

UID
388627
阅读权限
200
注册时间
2009-2-21
积分
7775 个
金钱
22508 Pb
存款
106016 Pb
臭鸡蛋
33 斤
切糕
135 斤
贡献
0
28#
发表于 2013-1-21 03:34:22 |只看该作者
Air Units

Air Commando Brigade - Functions as a powerful to pin point strike unit over short ranges to destroy infrastucture , buildings , port and such quickly.
Jet Fighters - Cutting edge jet technologies have been implemented in to these units. They have higher speed to their propelled counter parts. (Historic Background)
Jet Bombers - Bombers equipped with jet engines provide faster speed and with advanced jet engines even greater range.
Twin Engined Fighters - Are designed to carry heavier weapons or operate at longer ranges. These air units work perfectly with Strategic or Tactical Bombers. (Historic Background)
Flying Boat - They are utilized in various tasks from anti-submarine patrol to spotting for battleships. (Historic Background)
Kamikaze - Very good at sea attack, but it is not a great unit to use in normal conditions. They are quick to build but have a high officer demand. (Historic Background)
Assault Glider - Are used by the military of various countries for carrying Glider infantry to a combat zone (Historic Background)
回复

使用道具 举报

106

主题

5

听众

7775

积分

实习版主

UID
388627
阅读权限
200
注册时间
2009-2-21
积分
7775 个
金钱
22508 Pb
存款
106016 Pb
臭鸡蛋
33 斤
切糕
135 斤
贡献
0
29#
发表于 2013-1-21 03:35:39 |只看该作者
Sea Units

Pocket Battleship - A Heavily Armoured Cruiser used by Germany. They have high maneuver abilities but should not go head on with better armored ships such as a battleship. (Historic Background)
Coastal Battleship - Are warships built for the purpose of coastal defence. They are rather cheap and do well in small waters. (Historic Background)
Midget Submarine - This unit is perfect for harbour penetration , convoy raiding and recon. Very High sea attack/low range/low speed/low visibility sub. (Historic Background)
Torpedo Boat - Torpedo boats were designed for high speed, operating at night, low speed torpedo ambush and manoeuvrability on the water. (Historic Background)
Anti Air Cruiser - Anti Air Cruisers have very good and advanced Anti Air systems to provide Anti Air cover to your fleet. (Historic Background)
Frigate - Frigates are very good in Anti Submarine Warfare operations especially when grouped with Escort Carriers. (Historic Background)
Escort Carrier - Escort carriers are perfect for Anti Submarine Warfare operations. Escort carriers are more effective when grouped with Frigates (Historic Background)
Light Carrier - Light carriers are intended for higher speeds to be deployed alongside fleet carriers. They are cheaper than Carriers and can carry only 1 CAG. (Historic Background)
Super Carrier - Is the logistically biggest possible build of an aircraft carrier with a larger capacity of Carrier Air Groups than Carriers. (Historic Background)
Auxiliary Ships - Represent small barges. They can transport but have limited capacity. (Historic Background)
Convoy Raiders - Is an upgrade unit of Transport Ships. Convoy Raiders excel in raiding convoys.
回复

使用道具 举报

106

主题

5

听众

7775

积分

实习版主

UID
388627
阅读权限
200
注册时间
2009-2-21
积分
7775 个
金钱
22508 Pb
存款
106016 Pb
臭鸡蛋
33 斤
切糕
135 斤
贡献
0
30#
发表于 2013-1-21 03:38:57 |只看该作者

Units for Minors and Mids

Land Units

"Line" Brigade

Fascist Militia Brigade - A strong politically motivated policing unit for behind the lines available for all who join the axis faction. Germany can upgrade them to SS-Cavalry.
Light Infantry Brigade - Light Infantry brigades are a light supply consuming high mobile infantry brigades. (Historic Background)
Ski Brigade - Special artic terrain light infantry. These guys ski through ICE! (Historic Background)
Semi Motorized Brigade - Infantry units with motorised heavy equipment and limited truck transports. Unlike motorised infantry, semi-motorised are not truly mobile troops.

Support Brigade

Recon Cavalry Brigade - A Light Cavalry unit that is has low supply costs and performs good in non ideal terrain.
Motorcycle Recon Brigade - A low cost fuel effiecent subsitute for armoured cars. These are fast, flavour units.
Desant Infantry Battalion - Infantry typed tank support unit. Also known as Tank Riding Infantry. This unit is equal to a weak motorized brigade.
Armoured Infantry Battalion - Armoured Infantry unit type support brigade . This unit can be described as a weak Mechanized Brigade.
Light Armour Battalion - Armor Unit type support brigade. This unit is can be categorized as a weak Light Armour brigade.
Armour Battalion - Armor Unit type support brigade. A smaller support version of the Armour Brigade.

Sea Units

Coastal Battleship - Are warships built for the purpose of coastal defence. They are rather cheap and do well in small waters. (Historic Background)
Midget Submarine - This unit is perfect for harbour penetration , convoy raiding and recon. Very High sea attack/low range/low speed/low visibility sub. (Historic Background)
Torpedo Boat - Torpedo boats were designed for high speed, operating at night, low speed torpedo ambush and manoeuvrability on the water. (Historic Background)
Frigate - Frigates are very good in Anti Submarine Warfare operations especially when grouped with Escort Carriers. (Historic Background)
Light Carrier - Light carriers are intended for higher speeds to be deployed alongside fleet carriers. They are cheaper than Carriers and can carry only 1 CAG. (Historic Background)
Auxiliary Ships - Represent small barges. They can transport but have limited capacity. (Historic Background)
回复

使用道具 举报

106

主题

5

听众

7775

积分

实习版主

UID
388627
阅读权限
200
注册时间
2009-2-21
积分
7775 个
金钱
22508 Pb
存款
106016 Pb
臭鸡蛋
33 斤
切糕
135 斤
贡献
0
31#
发表于 2013-1-21 03:42:42 |只看该作者
Suggested Division Compositions

Motorized
Motorized
Light Armour Battalion
Motorized Artillery

Motorized
Motorized
Armour Battalion
Motorized Artillery

Motorized
Armour Battalion
Engineer
Motorized AA

Motorized
Motorcycle Recon
Light Armour Battalion
Motorized Artillery

(Early Cheap Armoured)

Infantry Tank
Desant Infantry Battallion
Desant Infantry Battallion
Engineers

(Late Cheap Armoured)

Armor Battalion
Armoured Infantry Battalion
Armoured Engineers
Motorized Anti Air.

Light Armour Battalion
Recon Cavalary
Motorcycle Recon
Light Infantry

Stable Defensive Division Composition for Coastal Areas:

Super Heavy Artillery
Garrison
Garrison
Anti air

Suppressive Fascist Division Composition for Revolting Territory:

Fascist Militia
Recon Cavalry
Motorcycle Recon
Cavalry

Fascist Militia
Fascist Militia
Military Police
Armoured Car

Suppressive Communist Division Composition for Revolting Territor:

NKVD Brigade
NKVD Brigade
Cavalry
Motorcycle Recon

NKVD Brigade
Fascist Militia
Armoured Car
Motorcycle Recon

Suppressive Division Composition for Allies:

Garrison
Garrison
Military Police
Military Police

Mobile Suppressive Division Composition for Allies:


Semi Motorized
Semi Motorized
Armoured Car
Cavalry

Stable Garrison Composition to defend Territory:

Garrison
Garrison
Anti Tank
Artillery

Stable Communist Composition to defend Territory:

NKVD Brigade
Militia
Anti Tank
Artillery

NKVD Brigade
Militia
Militia
Anti Tank
回复

使用道具 举报

106

主题

5

听众

7775

积分

实习版主

UID
388627
阅读权限
200
注册时间
2009-2-21
积分
7775 个
金钱
22508 Pb
存款
106016 Pb
臭鸡蛋
33 斤
切糕
135 斤
贡献
0
32#
发表于 2013-1-21 03:46:57 |只看该作者

各国特色将领技能

本帖最后由 doublepaopao 于 2013-1-21 05:50 编辑

有特色将领技能的国家为:大小胡子、面条、霓虹、牛、鸡、大叔以及西共、民西(不要问偶为啥会有最后那两个)

# #################################
# German Traits
# #################################


Waffen-SS = {
        allowed_leader = { land }
        dissent_impact = -0.80
}
German_Cross = {
        allowed_leader = { land }
        offence_modifier = 0.05
}
Grand_Cross = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Hindenburg_Cross = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Iron_Cross = {
        allowed_leader = { land }
        xp_gain = 0.030
       
}
Knights_Cross = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Long_Service = {
        allowed_leader = { land air }
        xp_gain = -0.050
}
Military_Merit_Order = {
        allowed_leader = { land }
        xp_gain = 0.01
}
Pour_le_Merite = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
War_Merit_Cross = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
Kriegsmarine_Command = {
        allowed_leader = { land }
        supply_consumption = -0.25
        xp_gain = 0.15
}
Luftwaffe_Command = {
        allowed_leader = { land }
        supply_consumption = -0.25
        xp_gain = 0.15
}
Reichsfuhrer_SS = {
        allowed_leader = { land }
        xp_gain = -0.75
}

# #################################
# United Kingdom Traits
# #################################


Victory_Medal = {
        allowed_leader = { land }
        offence_modifier = 0.05
}
Victoria_Cross = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
General_Service_Medal = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Conspicuous_Galantry_Cross = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Most_Excellent_Order = {
        allowed_leader = { land }
        xp_gain = 0.050
}
1914-1915_Star = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
Military_Cross = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Distinguished_Service_Order = {
        allowed_leader = { land air }
        defence_modifier = 0.1
}
Silver_War_Badge = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
Royal_Navy = {
        allowed_leader = { sea }
        spotting_chance = 0.2
}
Royal_Air_Force = {
        allowed_leader = { air }
        strategic_attack = 0.15
}

# #################################
# United States Traits
# #################################


Navy_Cross = {
        allowed_leader = { land sea}
        offence_modifier = 0.05
}
Medal_of_Honor = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Purple_Heart = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Distinguished_Flying_Cross = {
        allowed_leader = { air }
        xp_gain = 0.030
}
Legion_of_Merit = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Soldiers_Medal = {
        allowed_leader = { land }
        xp_gain = -0.050
}
Distinguished_Service_Medal = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Silver_Star = {
        allowed_leader = { land air }
        defence_modifier = 0.050
}
Distinguished_Service_Cross = {
        allowed_leader = { land }
        supply_consumption = -0.050
}

# #################################
# Soviet Union Traits
# #################################


Golden_Star = {
        allowed_leader = { land air }
        offence_modifier = 0.05
}
Order_of_Victory = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Red_Star_Order = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Order_of_Red_Banner = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Order_of_the_Patriotic_War = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Badge_of_Honor = {
        allowed_leader = { land }
        xp_gain = -0.050
}
For_Combat_Merits = {
        allowed_leader = { land }
        xp_gain = 0.010
}
For_Valor = {
        allowed_leader = { land air }
        defence_modifier = 0.050
}
Order_of_Lenin = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
NKVD = {
        allowed_leader = { land }
        dissent_impact = -0.80
}

# #################################
# Japanese Traits
# #################################


Inter-Allied_Victory_Medal = {
        allowed_leader = { land air }
        offence_modifier = 0.05
}
Order_of_the_Rising_Sun = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Boxer_Rebellion = {
        allowed_leader = { land }
        dissent_impact = -0.80
}
Manchuria_Incident = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Order_of_the_Golden_Kite = {
        allowed_leader = { land }
        xp_gain = 0.050
}
1914-1915_War_Medal = {
        allowed_leader = { land air }
        defence_modifier = 0.050
}
China_Incident_1931 = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Russo-Japanese_War_Medal = {
        allowed_leader = { land }
        defence_modifier = 0.1
}
Order_of_the_Sacred_Treasure = {
        allowed_leader = { land }
        supply_consumption = -0.050
}

# #################################
# French Traits
# #################################


French_Inter-allied_Victory_Medal = {
        allowed_leader = { land }
        offence_modifier = 0.05
}
Legion_of_Honor = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Upper_Silesia_Medal = {
        allowed_leader = { land }
        xp_gain = -0.025
}
French_War_Cross = {
        allowed_leader = { land }
        xp_gain = 0.030
}
French_Military_Medal = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Medal_for_Escapees = {
        allowed_leader = { land }
        xp_gain = -0.050
}
TOE_War_Cross = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Combatants_Cross = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
Colonial_Medal = {
        allowed_leader = { land }
        supply_consumption = -0.050
}

# #################################
# Italian Traits
# #################################


Order_of_Military_Medal = {
        allowed_leader = { land }
        offence_modifier = 0.05
}
Order_of_the_Holy_Annuntiation = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
For_Valor_Silver_Medal = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Order_of_the_Crown_of_Italy = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Order_of_Saint_Lazarus = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Italy_Now_and_Forever = {
        allowed_leader = { land }
        xp_gain = -0.050
}
Italian_War_Cross = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Italian_Colonial_Order = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
East_Africa_Campaign_Medal = {
        allowed_leader = { land }
        supply_consumption = -0.050
}

# #################################
# Romanian Traits
# #################################


Order_of_Michael_the_Brave = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Order_of_the_Star_of_Romania = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Order_of_the_Crown_of_Romania = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Military_Vertue = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Bene_Merenti = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Loyal_Service = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
Ferdinand_I_Order = {
        allowed_leader = { land }
        offence_modifier = 0.050
}
For_Merit = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
1916-1917_Cross = {
        allowed_leader = { land }
        xp_gain = -0.050
}

# #################################
# Republican Spain Traits
# #################################


Placa_Laureada_de_Madrid = {
        allowed_leader = { land }
        dissent_impact = 0.5
}
Ejercito_Popular_Regular = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Brigadas_Internacionales = {
        allowed_leader = { land }
        offence_modifier = 0.050
}
Milicias_Confederadas = {
        allowed_leader = { land }
        xp_gain = -0.050
}
Comunista = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
Anarquista = {
        allowed_leader = { land }
        out_of_supply_modifier = -0.16
}
Defensor_de_Madrid = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
Quinto_Regimiento = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
F.A.R.E. = {
        allowed_leader = { air }
        tactical_attack = 0.1
}
A.R.E. = {
        allowed_leader = { sea }
        spotting_chance = 0.2
}

# #################################
# Nationalist Spain Traits
# #################################


Cruz_Laureada_de_San_Fernando = {
        allowed_leader = { land }
        dissent_impact = 0.5
}
Ejercito_de_Africa = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Veterano_de_Marruecos = {
        allowed_leader = { land }
        xp_gain = -0.050
}
Academia_Militar = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
Legion_Espanola = {
        allowed_leader = { land }
        offence_modifier = 0.050
}
Medalla_Militar_Individual = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Comunion_Tradicionalista = {
        allowed_leader = { land }
        out_of_supply_modifier = -0.16
}
Falange_Espanola = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
Legion_Condor = {
        allowed_leader = { air }
        tactical_attack = 0.1
}
Corpo_Truppe_Volontarie = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Armada_Nacional = {
        allowed_leader = { sea }
        spotting_chance = 0.2
}
回复

使用道具 举报

17

主题

3

听众

582

积分

少尉

UID
600767
阅读权限
70
注册时间
2010-6-13
积分
582 个
金钱
3745 Pb
存款
8000 Pb
臭鸡蛋
1 斤
切糕
18 斤
贡献
0
33#
发表于 2013-1-21 07:58:11 |只看该作者
这么多,竟然还有建议怎么组合,现在问题是游戏出错!!
回复

使用道具 举报

3

主题

2

听众

128

积分

中士

UID
776258
阅读权限
40
注册时间
2012-6-14
积分
128 个
金钱
918 Pb
存款
0 Pb
臭鸡蛋
0 斤
切糕
1 斤
贡献
0
34#
发表于 2013-1-21 09:09:59 |只看该作者
昨天晚上研究了 4个小时 也就是说从开游戏到睡觉 一直在研究科技树 兵种组合 海军配置
私以为 德国袖珍战列配重巡是个不错的选择 巡洋舰应用 科技少 ic少 关键是 基础应用比战列高
步兵想了好多中配置 兵种实在多 今天晚上再琢磨琢磨 不过我玩着玩着 又会出现 文字贴图缺失 慢慢整个界面文字图片显示都不正常了的问题 不知道这到底是咋回事 玩八月风暴时候也出这问题 可是女皇那个末日mod缺不会出问题 郁闷的很啊

点评

doublepaopao  有些还是和早先SF DD的感觉类似,毕竟是衍生出来的,其实可以边玩边开个战报边研究。。。  发表于 2013-1-21 13:41
回复

使用道具 举报

3

主题

2

听众

128

积分

中士

UID
776258
阅读权限
40
注册时间
2012-6-14
积分
128 个
金钱
918 Pb
存款
0 Pb
臭鸡蛋
0 斤
切糕
1 斤
贡献
0
35#
发表于 2013-1-21 13:04:13 |只看该作者

就这样 玩一段 就成这了 玩八月风暴时候也会这样 郁闷死啊~!

本帖子中包含更多资源

您需要 登录 才可以下载或查看,没有帐号?- 注 - 册 -

回复

使用道具 举报

106

主题

5

听众

7775

积分

实习版主

UID
388627
阅读权限
200
注册时间
2009-2-21
积分
7775 个
金钱
22508 Pb
存款
106016 Pb
臭鸡蛋
33 斤
切糕
135 斤
贡献
0
36#
发表于 2013-1-21 13:43:23 |只看该作者
wxb747 发表于 2013-1-21 15:04
就这样 玩一段 就成这了 玩八月风暴时候也会这样 郁闷死啊~!

这个情况也有遇到,偶的战报到42年全球混战后,有时候开在那不玩去陪LP2、3小时再继续玩就会这样了,基本上这就是配置的瓶颈所在了,换句话说,越往后这种情况会出现得更多
回复

使用道具 举报

106

主题

5

听众

7775

积分

实习版主

UID
388627
阅读权限
200
注册时间
2009-2-21
积分
7775 个
金钱
22508 Pb
存款
106016 Pb
臭鸡蛋
33 斤
切糕
135 斤
贡献
0
37#
发表于 2013-1-21 13:44:09 |只看该作者

1.6.2的DEFINE

本帖最后由 doublepaopao 于 2013-1-21 15:57 编辑

defines = {

start_date = '1936.1.1',
end_date = '1968.1.1',

land_combat = 'land_doctrine_practical',
naval_combat = 'naval_doctrine_practical',
air_combat = 'air_doctrine_practical',
bombing = 'air_doctrine_practical',

base_militia = 'militia_brigade',

country = {
        CORE_LOSE                                 = 50,
        CORE_GAIN                                 = 50,
        YEARS_OF_NATIONALISM         = 20,   -- Years of Nationalism
        YEARS_UNTIL_BROKEN                 = 1,    -- Years until rebel held capital results in broken country.
        REBEL_ACCEPTANCE_MONTHS = 40,
        ELECTION_RANDOMNESS         = 0.15,
        ELECTION_MINISTER_DISSENT_PENALTY = -0.1,
        MAX_NUMBER_OF_SPIES         = 10,
        SPY_DETECTION_CHANCE         = 0.1,
        SPY_MISSION_CHANGE_DAYS = 7,
        SPY_CONNECTION_DETECTION_CHANCE          = 0.5,
        SPY_BASE_CONNECTION_DETECTION_CHANCE = 0.5,
        SPY_UNIT_DETECTION_CHANCE                 = 0.5,
        SPY_INTEL_MISSION_BONUS                 = 0.5,   -- % better when focusing on a field
        SPY_PARTY_ORGANIZATION_BOOST         = 0.01,
        BASE_TECH_DECAY                                 = -0.02,  -- how many percent lost each month in tech categories.
        MAX_TECH_ABILITY                                = 24,
        TECH_ABILITY_GAIN_DIVISOR                = 10,
        NUKE_UNITY_IMPACT        = 5.0,                -- impact from being nukes.
        MOBILIZE_THREAT_IMPACT = 1.0,        -- threat from when mobilizing.
        SPY_THREAT_INCREASE_ACTION = 0.04,        -- daily threat increase from spy action
        POPULARITIY_RANDOMNESS = 10,
        PARTY_POP_CHANGE_RATE = 10, -- Inversly affects how fast party popularity gets closer to organisation
        MOBILIZATION_BONUS_DAYS = 45, -- Number of days reinforcements benefit from mobilization
        NO_MISSION_SPY_DETECTION_MULTIPLIER = 0.1, -- The risk of being detected is multiplied with this number when not performing any missions
        DEMOBILIZATION_FACTOR = 1.0, -- The amount of manpower you get back from units when demobilizing.
        NUMBER_OF_VICTORY_CONDITIONS = 15, -- The number of victory conditions each faction needs to pick.
        VICTORY_CONDITIONS_TO_WIN = 12, -- The number of victory conditions each faction needs to win.
        PARTY_POPULARITY_CUTOFF = 0.1, -- limit when calculating cabinet positions
        COUP_CHANCE_PER_POSITION = 0.1,
        PEACETIME_MANPOWER_ROTATION_LOW_SUPPLY_FACTOR = 1.25, -- affects peacetime_manpower_rotation modifier due to low supplies.
        SPY_BASE_PRODUCTION_DETECTION_CHANCE = 0.5,
        SPY_COVERT_OPS_GAIN = 0.5, -- monthly gain per spy
        SPY_COVERT_OPS_MAX = 50,
        COUP_COVERT_OPS_COST = 20,
        ROUGH_COUNTRY_RUIN_EST_MODIFIER = 0.15, -- balance rough estimation of country in ruins (bombing damage to % estimation used in strat warfare window)
        TECHNOLOGY_YEAR_IMPACT = 2.5,
        TECH_ESPIONAGE_BASE_CHANCE = 2,
        TECH_ESPIONAGE_TECH_PICK_FACTOR = 0.3,
        SPY_MILITARY_INTEL_TIME_BASE = 32,
        MILITARY_ESPIONAGE_DETECTION_CHANCE = 0.6,
        MILITARY_ESPIONAGE_AT_BASE_CHANCE = 2,
        SPY_MILITARY_INTEL_LOCAL_TIME_BASE = 15
},

economy = {
        MAX_PROVINCE_SELL_PRICE         = 2000,
        LEADERSHIP_TO_DIPLOMACY         = 0.8,         -- Leadership to Diplomatic Influence factor.
        IC_TO_MONEY                         = 0.04,
        IC_TO_CONSUMER_GOODS                 = 5.0,
        IC_TO_SUPPLIES                         = 8.0,
        CONVOY_BUILD_COST                 = 1.5,
        CONVOY_BUILD_TIME                 = 40,
        ESCORT_BUILD_COST                 = 3,
        ESCORT_BUILD_TIME                 = 100,

        LEADERSHIP_TO_SPIES                 = 0.05, -- was 0.05
        BUILDING_REPAIR_SPEED                 = 0.05,
        LEADERSHIP_TO_OFFICERS                 = 3.0,
        THREAT_FROM_CONVOYS_MODIFIER        = 0.1,
        CONVOY_CONSTRUCTION_SIZE         = 15,
        MAX_DAILY_TRADE                        = 100,
        CONVOY_PATH_LENGTH_MULT                = 0.33,  -- Convoy path length effect on needed transports
        CONVOY_TRADE_WEIGHT_MULT        = 0.4,         -- Trade route convoy effect on needed transports
        RESOURCE_TO_IC_COST                        = 0.25,         -- For calc IC from damage done to resources (for strat warfare overview)
        CARGO_TONS_SUNK_SCALE                = 1000.0,
        LL_CONVOY_EFF_IMPACT                = 0.4,  -- How much decreases efficiency when convoy is sunk. (f.ex. if impact is 25% and sunk only a half of total transports, then efficiency reduces by 12.5%)
        LL_CONVOY_EFF_REGAIN                = 0.01          -- How much efficiency % regenerates every day.
},

military = {
        MAX_MANPOWER = 10,
        HISTORICAL_MODEL_MAX = 30,         -- historical models max
        BASE_CHANCE_TO_AVOID_HIT = 85.0,        -- Base chance to avoid hit if defences left.
        CHANCE_TO_AVOID_HIT_AT_NO_DEF = 65.0,        -- chance to avoid hit if no defences left.

        RIVER_CROSSING_PENALTY = -0.60,        -- base river crossing penalty.
        AMPHIBIOUS_LANDING_PENALTY = -0.7,        -- amphibious landing penalty
        PARADROP_PENALTY = -0.7,        -- paradrop penalty
        MULTIPLE_COMBATS_PENALTY = 0.55,        -- multiple combat modifier
        ENVELOPMENT_PENALTY = 0.35,        -- envelopment penalty, for each direction.
        ENCIRCLED_PENALTY = 0.8,        -- for completely encircled units.
        DIG_IN_FACTOR = 0.01,        -- dig-in factor.
        COMBAT_SUPPLY_LACK_IMPACT = 0.3,        --combat penalty factor on lack of supplies.

        COMBAT_DISSENT_IMPACT = 0.02,        -- dissent modifier in combat.
        PRIDE_SUNK_DISSENT_IMPACT = 5,        -- Pride of the Fleet Sunk impact
       
        SUPPLY_TAX = 0.1,        -- supplies cost for moving through a province.
        PARTISAN_EFFECT_ON_SUPPLY_TAX = 0.02,
        SUPPLYPOOL_DAYS = 35,        -- days of supply.

        SUPPLY_SAME_AREA_DIST_CUTOFF = 5, -- No convoys to within this many provinces from the main supplier province
        PARASUPPLYPOOL_DAYS = 7, -- when paradropped
        RADAR_RANGE = 0.09,
        BASE_RADIO_STRENGTH = 10,
        EXP_GAIN_LAND = 0.15,
        EXP_GAIN_NAVAL = 3.0,
        EXP_GAIN_AIR = 0.2,
        EXP_GAIN_DIV = 1.0,
        EXP_GAIN_LEADER = 65.0,
        EXP_GAIN_CONVOY_MODIFIER = 0.25, -- general modifier for gained exp by convoy raiding.
        PRIDE_BONUS_EXP = 2,
        PRIDE_BASE_REDESIGNATION_DISSENT = 1,
        LAND_SPEED_MODIFIER = 0.05,
        NAVAL_SPEED_MODIFIER = 0.25,
        AIR_SPEED_MODIFIER = 0.1,       
        MINIMUM_STRENGTH = 50,                --minimum strength of a land division at production.  50 = 5000 men.
        BRIGADES_IN_DIVISION = 4,        --number of allowed brigades in a division.
        COMBAT_LEADER_IMPACT = 0.05,
       
        COMBAT_MOVEMENT_SPEED = 0.01,       
        COMBAT_PUSHBACK_DAMAGE = 0.20,       
        COMBAT_PUSHBACK_CHANCE_FOR_DAMAGE = 60,        -- 10 = 10%
        UNIT_ATTACK_DELAY = 120,        UNIT_ATTACK_DELAY_PERIOD = 12, --  if combat time below this attack delay scales downwards
        UNIT_ATTACK_DELAY_MODIFY = 10,
        PARATROOP_MISSION_DELAY = 120,         -- Paratroops cannot make another attack drop before this many hours
        PARATROOP_DROP_ORG_MULT = 0.50, -- Paratroop org is multiplied with this after they have landed (and combat is over)
        PARATROOP_DROP_ORG_MULT_PLANE = 0.01, -- transport planes get their org multiplied with this after performing a mission
        PARATROOP_MISSION_ORG_REQ = 0.75, -- Paratroop brigades need at least this percent of max org to perform drops
        UNIT_DIGIN_CAP = 60,
        BOMB_STRATEGIC_RESOURCES_INFRA_FRACTION = 0.08, -- As Less infra as more damage causes bombing to supplies (this factor makes the difference more or less noticable)
        BOMB_STRATEGIC_RESOURCES = 0.12,
        BOMB_STRATEGIC_PRODUCTION = 0.009,
        BOMB_STRATEGIC_BUILDINGS = 0.009,
        BOMB_REGIMENT_DAMAGE_MODIFIER = 0.8, -- bombing ground units (damage modifier > 1 makes the bomb attack stronger)
        BOMB_SHIP_DAMAGE_MODIFIER = 0.80, -- bombing ships
        BOMB_WING_DAMAGE_MODIFIER = 10.15, -- bombing airplanes (on ground)
        OFFICER_COMBAT_LOSS = 0.030,
        AGGRESSIVE_ORGANISATION_LIMIT = 0.30,
        DEFENSIVE_ORGANISATION_LIMIT = 0.50,
        PASSIVE_ORGANISATION_LIMIT = 0.60,
        AGGRESSIVE_STRENGTH_LIMIT = 0.3,
        DEFENSIVE_STRENGTH_LIMIT = 0.60,       
        PASSIVE_STRENGTH_LIMIT = 0.8,
        CAG_DUTY_MINIMUM_ORG_LIMIT = 0.20,
        LAND_COMBAT_THREAT_IMPACT = 0.06,
        NAVAL_COMBAT_THREAT_IMPACT = 0.20,
        AIR_COMBAT_THREAT_IMPACT = 0.01,
        BOMBING_THREAT_IMPACT = 0.15,
        LAND_DOCTRINE_INCREASE = 0.001,
        NAVAL_DOCTRINE_INCREASE = 0.01,
        AIR_DOCTRINE_INCREASE = 0.01,
        BOMBING_DOCTRINE_INCREASE = 0.01,
        COMBAT_DIFFICULTY_IMPACT = 0.10,
        BASE_COMBAT_WIDTH = 12,
        ADDITIONAL_COMBAT_WIDTH = 6,
        RETREAT_PROGRESS = 1.2,
        BASE_NIGHT_PENALTY = -0.7,
        BASE_FORT_PENALTY = -0.15,
        BASE_STACKING_PENALTY = -0.025,
        RADAR_COMBAT_IMPACT = 0.095,
        COMBAT_EVENT_DURATION = 10,
        STRAT_RAIDER_FOUGHT_IMPACT = 0.2,
        STRAT_BOMBER_FOUGHT_IMPACT = 0.1,
        STRAT_BOMBER_NONCRIT_IMPACT_FRACTION = 0.25, --non cores affect unity less
        STRAT_AIR_RAIDER_FOUGHT_IMPACT = 0.02,
        STRAT_NO_ALLIES_HELP_PENALTY = -0.001,
        STRAT_ALLIES_HELP = 0.1,
        STRAT_BOMBING_PENALTY = -0.03,
        STRAT_CONVOY_DAMAGE = -0.4,
        LAND_COMBAT_ORG_DICE_SIZE = 10,
        LAND_COMBAT_STR_DICE_SIZE = 4,
        LAND_COMBAT_STR_ARMOR_ON_SOFT_DICE_SIZE = 5,
        LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE = 11,
        LAND_COMBAT_STR_DAMAGE_MODIFIER = 0.2,
        LAND_COMBAT_ORG_DAMAGE_MODIFIER = 0.7,
        AIR_COMBAT_ORG_DICE_SIZE = 8,
        AIR_COMBAT_STR_DICE_SIZE = 4,
        AIR_COMBAT_CRITICAL_HIT_DAMAGE_MUL = 5,
        AIR_COMBAT_CRITICAL_HIT_DAMAGE_CHANCE = 1,
        AIR_COMBAT_ORG_DAMAGE_MODIFIER = 4.8,
        AIR_COMBAT_STR_DAMAGE_MODIFIER = 9.5,
        AIR_COMBAT_NAV_SURPRISE_CHANCE = 30, -- Chance of attacking naval bombers getting a surprise bonus (%)
        AIR_COMBAT_NAV_SURPRISE_BONUS = 0.50, -- Naval bomber surprise attack bonus
        AIR_COMBAT_NAV_SURPRISE_ROUNDS = 1, -- Combat rounds that the naval bomber surprise chance lasts
        AIR_COMBAT_CAG_ORG_DAMAGE_MOD = 0.45, -- ORG damage to CAGs is multiplied by this
        AIR_COMBAT_CAG_STR_DAMAGE_MOD = 0.45, -- STR damage to CAGs is multiplied by this
        NAVAL_COMBAT_ORG_DICE_SIZE = 3,
        NAVAL_COMBAT_STR_DICE_SIZE = 6,
        NAVAL_COMBAT_CRITICAL_HIT_DAMAGE_MUL = 6,
        NAVAL_COMBAT_CRITICAL_HIT_DAMAGE_CHANCE = 1,
        NAVAL_COMBAT_ORG_DAMAGE_MODIFIER = 1.0, -- Average damage is the same, but it will be more consistent with less randomness.
        NAVAL_COMBAT_STR_DAMAGE_MODIFIER = 0.3, -- Average Strength damage is a bit higher and there will be much more randomness in it!
        NAVAL_COMBAT_SUB_SURPRISE_CHANCE = 50, -- Chance of attacking subs getting a surprise bonus (%)
        NAVAL_COMBAT_SUB_SURPRISE_BONUS = 1.0, -- Sub surprise attack bonus
        NAVAL_COMBAT_SUB_SURPRISE_ROUNDS = 2, -- Combat rounds that the sub surprise chance lasts

        AIR_COMBAT_ON_BOMBING = -0.25,
        BASE_PROXIMITY_BONUS = 0.2,
        INTERCEPT_ATTACK_BONUS = 0.20,
        AIR_SUP_DEFEND_BONUS = 0.35,
        SHORE_BOMBARDMENT_MOD = -0.02,
        SHORE_BOMBARDMENT_CAP = -0.75,
        AIR_STACKING_PENALTY = -0.007,
        NAVAL_STACKING_PENALTY = -0.02,                        -- OBSOLETE
        NAVAL_STACK_POS_HULL_LIMIT = 16,                -- Total Hull size up to this is fine before taking stacking penalty
        NAVAL_STACK_POS_PENALTY_HULL_MULT = 0.10,         -- Every hull point above the limit gives this positioning penalty
        NAVAL_STACK_POS_PENALTY_MAX = 1, -- maximum possible penalty due to size/positioning
        AIR_STACKING_PENALTY_MAX = -0.8,
       
        STRAT_REDEP_BASE_SPEED = 20,
        STRAT_REDEP_SUPPLY_MOD = 1.6,
        STRAT_REDEP_ORG_LOSS = 0.05,
        AIR_RANK_1 = 6,
        AIR_RANK_2 = 9,
        AIR_RANK_3 = 12,
        AIR_RANK_4 = 18,
        NAVAL_RANK_1 = 6,
        NAVAL_RANK_2 = 12,
        NAVAL_RANK_3 = 18,
        NAVAL_RANK_4 = 30,
        RADIO_CORPS_LEADER_DISTANCE = 250,
        RADIO_ARMY_LEADER_DISTANCE = 450,
        RADIO_ARMYGROUP_LEADER_DISTANCE = 700,
        RADIO_THEATHRE_LEADER_DISTANCE = 2500,

       
        OWNED_AND_CONTROLLED_THROUGHPUT_CAP_BONUS = 4,
        INFRA_THROUGHPUT_IMPACT = 3,

        SURPRISE_BONUS = 0.33,
        STATIC_AA_SCALE = 5.0,
        AIR_SUPPLY_FACTOR = 0.5,
        UNIT_UPGRADE_COST = 0.8, -- was 0.5
        UNIT_UPGRADE_TIME = 0.4,

        UNIT_UPGRADE_PRACTICAL_MOD = 0.9, -- smaller value gives less practical on upgrade
        MAX_OFFICERS = 1.1, -- officer ratio max for bonus
        LOW_ORG_REGAIN_BONUS = 0.50,
        SPAWN_PARTISAN_LIMIT = 0.5,
        SPAWN_UNDERGROUND_LIMIT = 1,
        MAX_UNDERGROUND_DISTANCE = 1000,
        **UND_INITIAL_STRENGTH = 0.8,
        UNDERGROUND_STRENGTH_GAIN = 0.05,
        UNDERGROUND_DETECT_CHANCE = 2,
        UNDERGROUND_PARTISAN_STRENGTH = 1,
        UNDERGROUND_SPAWN_STRENGTH = 0.8,
        PARADROP_MIN_TIME = 0,
        NAVAL_INTERCEPTION_AFTER_ATTACK_FACTOR = 1.3,
        NAVAL_BASE_EFFICIENCY = 8, -- base throughput cap on ports
        AMPHIBIOUS_INVADE_SPEED_BASE = 0.7, -- every hour movement progress on amphibious invasion
        AMPHIBIOUS_INVADE_MOVEMENT_COST = 24.0, -- total progress cost of movement while amphibious invading
        AMPHIBIOUS_INVADE_ATTACK_LOW = 0.8, -- low and high cap of attack modifier scale. Scale interpolated by invasion progress.
        AMPHIBIOUS_INVADE_ATTACK_HIGH = 1.2,
        AMPHIBIOUS_INVADE_DEFEND_LOW = 1.0, -- low and high cap of defend modifier scale. Scale interpolated by invasion progress.
        AMPHIBIOUS_INVADE_DEFEND_HIGH = 1.2,
        AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE = 2.0, -- scale of bonus that decreases "amphibious penalty" during combat, relative to invading transporter tech.
        LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR = 0.2, -- damage reduction if armor outclassing enemy
        LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR = 0.2, -- damage reduction if armor outclassing enemy

        TACTIC_SWAP_FREQUENCEY = 24, -- hours of combat before tactis are automatically changed
        INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR = 0.35, -- higher chance factor of picking a counter tactic if has initiative
        AGGRESSIVNESS_SELECTION_IMPACT = 0.5, -- effect of aggressivness slider on tactic selection
        SHIP_UPGRADE_SPEED_MOD = 2.0,
        AIR_UPGRADE_SPEED_MOD = 1.0,
        LAND_UPGRADE_SPEED_MOD = 1.0,
        CAG_STACKING_PENALTY = 0.2,
        CAG_SHIP_ATTACK_STR_BONUS = 2.0, -- attack bonus if CAG attacks ships who are busy in combat
        CAG_SHIP_ATTACK_ORG_BONUS = 2.5,
        NEW_LEADER_ORG_HIT = 0.3
},

diplomacy = {
        WARDEC_BELIGERENCY = 25.0,
        WARDEC_WAR_DIPLOMACY_HIT = 100.0,
        WARDEC_INFLUENCE_COST = 0.0,
        JOIN_ALLIANCE_INFLUENCE_COST = 2.0,
        LEAVE_ALLIANCE_INFLUENCE_COST = 1.0,
        GUARANTEE_INFLUENCE_COST = 3.0,
        REVOKE_GUARANTEE_INFLUENCE_COST = 1.0,
        CALLALLY_INFLUENCE_COST = 1.0,
        NAP_INFLUENCE_COST = 5.0,
        PURCHASE_INFLUENCE_COST = 0.0,
        EMBARGO_INFLUENCE_COST = 3.0,
        MILACCESS_INFLUENCE_COST = 1.0,
        INFLUENCE_INFLUENCE_COST = 0.1,
        RELATION_INFLUENCE_COST = 1.0,
        JOINBLOCK_INFLUENCE_COST = 5.0,       
        ALLIANCE_NEUTRALITY_LIMIT = 25.0,
        ALLIANCE_RELATION_CHANGE = 15.0,
        ALLIANCE_REJECT_RELATION_CHANGE = -50.0,
        GUARANTEE_NEUTRALITY_LIMIT = 60.0,
        NAP_RELATION_CHANGE = 50.0,
        LEAVE_NAP_RELATION_CHANGE = -30.0,
        NAP_JOIN_INFLUENCE_COST = 5.0,
        NAP_REJECT_RELATION_CHANGE = -20.0,
        LEAVE_NAP_INFLUENCE_COST = 1.0,
        LEAVE_NAP_THREAT_COST = 5.0,
        MILACC_ACCEPT_RELATION_CHANGE = 10,
        MILACC_DECLINE_RELATION_CHANGE = -10,
        MILACC_CANCEL_RELATION_CHANGE = -20,
        REVOKE_GUARANTEE_RELATION_CHANGE = -20,
        DAYS_OF_INFLUENCE_RELATION_CHANGE = -1,
        DAYS_OF_ALIGN_RELATION_CHANGE = -1,
        ALIGN_INFLUENCE_COST = 1.0,
        EMBARGO_RELATION_CHANGE = -30.0,
        EMBARGO_NETRALITY = 50.0,
        EMBARGO_THREAT_COST = 1.0,
        JOIN_FACTION_INFLUENCE_COST = 2,
        INVITE_FACTION_INFLUENCE_COST = 1,
        JOIN_FACTION_NEUTRALITY = 15.0,
        INVITE_FACTION_NEUTRALITY = 15.0,
        TRADE_RELATION_CHANGES = 15.0,
        TRADE_INFLUENCE_COST = 1.0,
        TRADE_CANCEL_INFLUENCE_COST = 0.0,
        TRADE_CANCEL_RELATION_COST = 5.0,
        EXPEDITION_INFLUENCE_COST = 0.0,
        EXPEDITION_RETURN_TIME = 1.0,
        EXPEDITION_RECLAIM_TIME = 1.0,
        LICENCE_INFLUENCE_COST = 1.0,
        ALLOW_DEBT_INFLUENCE_COST = 1.0,
        REVOKE_DEBT_INFLUENCE_COST = 1.0,
        YEARS_TO_REPAY_DEBT = 50.0,
        INFLUENCE_UPKEEP = 1.0,
        REGULAR_CONSTRUCTION_THREAT_IMPACT = 0.1,
        NEUT_INCREASE_DIFF_CONTINENT = 15,
        NEUT_REDUCTION_AT_CLAIMS = 20,
        SHARE_TECH_INFLUENCE_COST = 1.0,
        SHARE_TECH_LEADERSHIP_COST = 1.0,
        NAP_EXPIRY_MONTHS = 21,                                -- NAPs expire after this many months
        NAP_UNBREAKABLE_MONTHS = 10,                        -- NAPS cannot be broken for this many months
        NAP_FORCE_BALANCE_RULE_MONTHS = 3,                -- The NAP border force balance rule changes with this interval
        NAP_BREAK_FORCE_BALANCE_1 = 2.0,                -- 2-1 brigades along the border required to break NAP
        NAP_BREAK_FORCE_BALANCE_2 = 1.0,                -- 1-1 brigades along the border required to break NAP
        NAP_BREAK_FORCE_BALANCE_3 = 0.5,                -- 1-2 brigades along the border required to break NAP
        NAP_EXPIRY_ALERT_MONTHS_AHEAD = 3,  -- That many months ahead the alert will appear.
        WARGOAL_ADD_COOLDOWN = 1, -- 1  month
        LEND_LEASE_NEUTRALITY_LIMIT = 60.0,
        LEND_LEASE_MAX_IC_LOW = 0.05,        -- bounds of % of our IC that we can share with LL. Interpolated by current neutrality vs LEND_LEASE_NEUTRALITY_LIMIT aspect.
        LEND_LEASE_MAX_IC_HIGH = 0.90
},

alignment = {
        ALIGNMENT_INTERVAL = 24,
        RELATION_WEIGHT = 0.07,
        IDEOLOGY_WEIGHT = 4.00,
        PROXIMITY_WEIGHT = 0.06,
        REVANCHISM_WEIGHT = 1.0,
        THREAT_WEIGHT = 0.3,
        REPULSION_WEIGHT = 0.03,
        FACTION_JOIN_DIST = 25.0,
        FACTION_STRAT_BONUS_DIST = 100.0,
        FACTION_THREAT_DIST = 400.0,
        WAR_THREAT = 3.0,
        LARGE_COUNTRY_IC = 300.0, -- used to scale threat impact with country IC
        REPULSION_IC_FACTOR = 9        -- If a country is of another ideology, the repulsion factor is modified by this value times its max IC, divided by the faction IC
},

map = {
        SUEZ = 11381,
        SUEZ_BLOCKER = 5612,
        PANAMA = 11383,
        PANAMA_BLOCKER = 7717,
        BALTIC = 10517,
        BALTIC_BLOCKER = 1740,
        BLACKSEA = 11382,
        BLACKSEA_BLOCKER = 4503,
        GIBRALTAR = 10559,
        GIBRALTAR_BLOCKER = 5191
},


weather = {
        PRESSUREMIN                         = 870,
        PRESSUREMAX                         = 1090,
        PRESSUREDEFAULT                 = 1013,
        PRESSURESTEP                        = 5,
        PRESSUREREDUCTION                = 2,
        PRESSUREPROPAGATION         = 10,
        PRESSURETHRESHOLD                 = 300,
        MAXHUMIDITY                         = 100,
        MINHUMIDITY                         = 0,
        MAXFROMEACHPRESSURE         = 8,
        HIGHTEMPERATUREATTRITIONTHRESHOLD         = 30,
        LOWTEMPERATUREATTRITIONTHRESHOLD         = -5,    -- was -10
        WINDATTRITIONTHRESHOLD                                 = 30,
        CLOUDCOVERAGETEMPERATUREDROP                 = 8,
        LANDRAINIMPACTMODIFIER                                = 0.005,
        LANDRAINIMPACTCAP                                         = 0.90,
        LANDLOWTEMPERATURETHRESHOLD                 = -5,   -- was -1
        LANDLOWTEMPERATUREIMPACT                        = 0.60,
        LANDHIGHTEMPERATURETHRESHOLD                 = 30,
        LANDHIGHTEMPERATUREIMPACT                         = 0.05,
        AIRLOWTEMPERATURETHRESHOLD                         = -5,
        AIRLOWTEMPERATUREIMPACT                         = 0.2,
        AIRHIGHTEMPERATURETHRESHOLD                 = 30,
        AIRHIGHTEMPERATUREIMPACT                         = 0.2,
        AIRWINDSPEEDMODIFIER                                 = 0.025,
        AIRCLOUDMODIFIER                                         = 0.35,
        AIRRAINMODIFIER                                         = 0.05,
        BOMBLOWTEMPERATURETHRESHOLD                 = -5,
        BOMBLOWTEMPERATUREIMPACT                         = 0.25,
        BOMBHIGHTEMPERATURETHRESHOLD                 = 30,
        BOMBHIGHTEMPERATUREIMPACT                         = 0.2,
        BOMBWINDSPEEDMODIFIER                                 = 0.025,
        BOMBCLOUDMODIFIER                                         = 0.55,
        BOMBRAINMODIFIER                                         = 0.08,
        NAVALWINDSPEEDMODIFIER                                 = 0.001,
        NAVALRAINMODIFIER                                         = 0.55,
        MUDDYNESSMOVEMENTMODIFIER                         = -0.80,
        COLDMOVEMENTMODIFIER                                = -0.75,
        HOURLYFROZENINCREASE                                 = 0.075,
        HOURLYTHAW                                                         = 0.025,
        TEMPERATURECHANGESPEED                                 = 0.075,
        WEATHERMOVEMENTDELAY                                 = 2,
        LOWPRESSUREBASE                                         = 100,
        LOWPRESSUREOFFSET                                         = 100,
        ALLOWEDTOFLYTHRESHOLD                                 = 0.7,
        SPOTTINGCLOUDMODIFIER                                 = 0.2,
        SPOTTINGRAINMODIFIER                                 = 0.2,
        MUDDYNESSSUPPLYTAXMODIFIER                        = 0.85,
        FIRINGRANGEMODIFIER                                        = -0.5,
        GFX_RAINIMPACT_LIMIT                                = 0.1,
        GFX_RAIN_LIMIT                                                = 0.1,
        GFX_SNOW_LIMIT                                                = 0.1,
        GFX_STORM_LIMIT                                                = 15.0,
        GFX_SNOW_STORM_LIMIT                                = 15.0,
        GFX_PARTIAL_CLOUD_LIMIT                                = 0.3,
        GFX_CLOUD_LIMIT                                                = 0.8,
        INITIAL_SIMULATION_HOURS_AHEAD                = 96  -- (24*4) 4 days ahead - reducing it may improve loading time a bit, but worse weather precision at startup
},

goods_cost = {
        SUPPLIES                 = 0.35,
        FUEL                         = 0.75,
        MONEY                         = 0.0,
        CRUDE_OIL                 = 0.55,
        METAL                         = 0.25,
        ENERGY                         = 0.20,
        RARE_MATERIALS         = 0.65

}

}
已有 1 人评分切糕 收起 理由
albert_lee + 1 good

总评分: 切糕 + 1   查看全部评分

回复

使用道具 举报

106

主题

5

听众

7775

积分

实习版主

UID
388627
阅读权限
200
注册时间
2009-2-21
积分
7775 个
金钱
22508 Pb
存款
106016 Pb
臭鸡蛋
33 斤
切糕
135 斤
贡献
0
38#
发表于 2013-1-21 13:58:40 |只看该作者
把DEFINE列了出来,里面一些改变和重大改变都给红了,不过除了打仗以外的部分没仔细看
回复

使用道具 举报

3

主题

2

听众

128

积分

中士

UID
776258
阅读权限
40
注册时间
2012-6-14
积分
128 个
金钱
918 Pb
存款
0 Pb
臭鸡蛋
0 斤
切糕
1 斤
贡献
0
39#
发表于 2013-1-21 13:59:53 |只看该作者
doublepaopao 发表于 2013-1-21 13:43
这个情况也有遇到,偶的战报到42年全球混战后,有时候开在那不玩去陪LP2、3小时再继续玩就会这样了,基本 ...

不会吧 玩末日那种大狂派mod 后面全球至少七八千个旅(毛子3k5个旅 我1k5) 也没有任何问题
而玩这两个mod我基本上就是 36年 不定时 有时候开了3个月就会出这个问题
我怀疑是我这由4.01打补丁上来到4.02的英文客户端 可能有问题 正在下个新的 试试看
回复

使用道具 举报

106

主题

5

听众

7775

积分

实习版主

UID
388627
阅读权限
200
注册时间
2009-2-21
积分
7775 个
金钱
22508 Pb
存款
106016 Pb
臭鸡蛋
33 斤
切糕
135 斤
贡献
0
40#
发表于 2013-1-21 14:01:24 |只看该作者
wxb747 发表于 2013-1-21 15:59
不会吧 玩末日那种大狂派mod 后面全球至少七八千个旅(毛子3k5个旅 我1k5) 也没有任何问题
而玩这两个m ...

那你打开这个MOD大概会多少时间
回复

使用道具 举报

您需要登录后才可以回帖 登录 | - 注 - 册 -

Archiver|手机版|单机游戏    

GMT+8, 2025-6-19 17:01 , Processed in 0.101438 second(s), 19 queries , Apc On.

Powered by Discuz! X2.5

© 2001-2012 Comsenz Inc.

回顶部