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本帖最后由 yangfanzuozi 于 2013-2-8 15:26 编辑
FTM新增内容翻译
EVENT TRIGGERS
事件触发条件
strategic_resource = <name> (provincial/country scope)
有某种战略资源(范围是省份或者国家)
has_strategic_resource = yes/no (provincial scope)
有/无战略资源(范围是省)
has_wargoal = <tag>
对于某国有指定战争目标
base_neutrality = x (Checks base neutrality; the old neutrality = x now checks effective neutrality!)
基础中立值不小于x(旧的neutrality = x用于检查有效中立值)
has_removable_minister = yes/no
有可移除的部长
surrender_progress = x (Unlike the lost_national, this checks directly for surrender progress)
投降进程(外交界面上点国家红条会出的那个,应该是根据丧失的关键点和国家凝聚力共同算出来的)
brigade_exists = <name> (Checks if the brigade exists or not.)
某旅(名称)是否存在
brigade_in_combat = <name> (Checks if said brigade is currently in combat.)
某旅(名称)是否在战斗中
EVENT COMMANDS
事件可用命令
strategic_resource = <name>/none (provincial scope, add a resource or remove the one there. If there's already one in the province, the new command will overwrite it.)
战略资源=名称/无 (省份范围,修改或移除某省的战略资源,如果已经有一个,会被新的覆盖)
do_election = <tag> (immediately triggers an election in the country, regardless of government type)
立即在某国(tag)触发选举,不考虑政体
remove_minister = <id> | yes | <position> (id removes a certain minister, yes removes one at random, position removes the minister in a certain position; can't remove the HoS or HoG randomly, or at least they won't be removed right away, also if you remove a minister randomly from a position, he will be removed only from that position but will no longer be available for other positions either... BUT! If you do an "coup_by = THIS", it will remove the zombie minister from every positin he held before! The best part is that this won't even be displayed on the tooltip of the event!)
去除部长。用id直接去除指定部长,yes随机去除一个,<position>去除指定位置上的当前部长。不能随机去除国家元首或政府首脑,至少不会立刻生效。
另外如果随机去除了某个位置的部长,他仅仅会从这个位置被去掉,同时其他的位置也没法再替换成他(意思是如果其他位置上现在也是他,你又一直不换的话还是可以干下去的?需要实验一下)。
但是如果你指定了 "coup_by = THIS",他会从所有位置上被拿掉。更妙的是这个在事件效果提示上都不会显示。
war = {
target = TAG
attacker_goal = { casus_belli = cb_type_attacker }
defender_goal = { casus_belli = cb_type_defender }
} (Starts a war betwen current country and TAG country with cb_type_attacker as the war goal of the current country and cb_type_defender for the TAG country. The possible war goals are in the '\common\cb_types.txt' file. If you start a war with the 'Aquire Territory' war goal, you will also need a 'region = "region_name"' argument after the 'casus_belli = cb_type'.)
和指定某国开战(tag对应), cb_type_attacker是当前国家的战争目标,cb_type_defender是tag对应国家的战争目标。这里可以写的目标类型定义在\common\cb_types.txt。如果目标选择了“获得领土”,还需要在casus_belli = cb_type后面加一条'region = "region_name"来指定索要的区域。
add_wargoal = {
target = TAG
war_goal = { casus_belli = cb_type }
} (Adds the 'cb_type' War Goal to the current country towards the target country. It won't start a new war, only works if there's already one in progress.)
增加当前国对于某指定国的战争目标。(如果两国不在交战状态则不会有任何效果)
undeclared_war = {
target = TAG
region = region_name
} (Regions are defined in the '\map\region.txt' file. Note that the '\map' folder can only be replaced by mods in the mod folder, the extend command will cause the game to break on load.)
对于某国不宣而战(region的定义在map文件夹里面,注意mod需要覆盖mod文件夹底下的map目录,否则游戏可能会挂)(yangfanzuozi:这里没有解释,不知道什么作用)
supplies = x (Now also works in a province scope.)
补给增加(?)x。对国家和省份都适用。(yangfanzuozi:这里我不确定是增加还是赋值,不过按照其他语句的逻辑来说一般是增加)
fuel = x (Now also works in a province scope.)
燃油增加x。对国家省份都适用。
coup_by = FROM (Changes the Ideology and Government Type of the current country to match that of FROM country. It will also change ministers if there are any applicable choices. Apparently it doesn't work with normal tags, only 'FROM'.)
设定当前国家的政体和意识形态等于另一个国家(FROM)。如果有合适选择同样会切换部长。这条语句不能用一般的国家tag调用,只能用FROM(yangfanzuozi:这条没看懂)
remove_brigade = <name> (Removes that brigade.)
除去某个旅(用名字)
MODIFIERS
调节器(本部分的值都是对某个现有数值的按比例调节)
threat_resistance = x (lowers the threat generated against your country)
降低针对你的国家的威胁度
soft_attack = x
软攻
hard_attack = x
硬攻
leader_defence = x
将领防御(?这是神马)
sw_national_unity_effect = x (strategic warfare national unity effect; the old modifier effects NU gain/loss from events, this effects gain/loss from strategic warfare)
战略效果对于国家凝聚力的影响(之前旧版本有一个调节器是事件对于国家凝聚力的影响)
jungle_effects = x (reduces attrition/combat penalty from high temperature in humid terrain (not necessarely jungle, but very likely))
降低热带地区的高温造成的战斗惩罚/损耗率(不局限于丛林,不过大部分是)
winter_effects = x (reduces attrition/combat penalty form low temperature)
降低低温地区的战斗惩罚/损耗率
amm_movement_speed = x
移动速度(amm是什么,amry还是ammor?)
nuke_research = x
核研究
fuel_conversion = x
原油转化率
air_intercept = x (plus any other mission type)
空中拦截效率(还有任何其他空军任务类型,未列出)
land_build_speed = x
陆军单位建造速度
naval_build_speed = x
海军单位建造速度
air_build_speed = x
空军单位建造速度
rocket_build_speed = x
火箭建造速度
tank_build_speed = x
坦克(装甲部队?)建造速度
HISTORY FILES
(这部分略过)
money = x
energy = x
metal = x
rare_materials = x
crude_oil = x
fuel = x
supplies = x
NEW MODIFIERS IN buildings.txt
buildings.txt中的新参数
damage_factor = x (multiplies damage done to this building from bombing (and maybe from ground combat, I don't know))
某种建筑在空袭中受到的损失乘以x倍(不清楚是否适用地面战斗)
repair = yes/no (determines if the building repairs on its own or not, used for underground cells)
该建筑是否会自动修复(用于地下单位)
show_for_province = yes/no (determines if the province owner sees a picture of the building, used for undergrond cells)
省份所有者是否可以在地图上看到该建筑的图标(用于地下单位)
NEW STATIC MODIFIERS
government_in_exile = {} (Applies for every Government in Exile.)
流亡政*府(用于设置所有流亡政*府的公共参数调节)
NEW IN defines.lua
defines文件更新
country:
TECH_ABILITY_GAIN_DIVISOR (determines the rate at which practical/theory gain is reduced)
理论/实践经验的衰退速度比率
PARTY_POPULARITY_CUTOFF (you get one non-ruling-party position in your cabinet per this amount of opposition popularity)
这个参数的每点数值代表非执政党在内阁中获得一个位置
COUP_CHANCE_PER_POSITION (for every non-ruling-party position in the cabinet, you get this chance for a successful coup)
内阁中每个反对党阁员带来的**成功几率
military:
NAVAL_STACK_POS_PENALTY_MAX (gives an upper limit to the positioning penalty from too much hull)
海军超HULL值之后的阵位惩罚上限
STATIC_AA_SCALE (multiplies damage done by static AA)
地面防空效果加成
SPAWN_PARTISAN_LIMIT (minimum strength to spawn a partisan unit)
创造游击队所需的最小力量(?)
SPAWN_UNDERGROUND_LIMIT (minimum strength to increase underground building level)
提升地下建筑(underground building应该是地下组织相关的建筑单位,谁玩过的来给讲讲?)等级所需的最小力量
MAX_UNDERGROUND_DISTANCE (max distance from capital/host's capital where you can build underground buildings)
能够给建造地下建筑的本国首都到流亡所在国首都的距离上限
**UND_INITIAL_STRENGTH (strength of the underground building when you place it)
UNDERGROUND_STRENGTH_GAIN (base strength gained per day, actual value depends on distance from capital (host's capital for GiEs))
UNDERGROUND_DETECT_CHANCE (chance to detect an underground building)
UNDERGROUND_PARTISAN_STRENGTH (??? needs testing, don't know what this does)
UNDERGROUND_SPAWN_STRENGTH (strength lost when spawning a partisan unit?)
PARADROP_MIN_TIME (delay between ordering and executing a Paradrop, in hours)
空投命令到实际发动的时间,以小时为单位
diplomacy:
NAP_EXPIRY_ALERT_MONTHS_AHEAD (you get an alert icon this many months before a NAP expires)
你将在互不侵犯条约(Non-Aggression pact)过期前N个月得到一个图标提醒
WARGOAL_ADD_COOLDOWN (you need to wait this many months before adding a new war goal)
需要等待多久才可以再次添加一个新的战争目标(对同一个国家)
alignment:
FACTION_STRAT_BONUS_DIST (a country needs to be this close to a faction to share its strategic resources with its leader(majors?))
一个国家需要离阵营领袖的外交关系有多近才可以触发共享战略资源的效果
FACTION_THREAT_DIST (threat has an effect to this far from a faction (previously it only had an effect until the middle of
the **, so it wouldn't push you into another corner, only to the center)
威胁度对阵营关系影响的最大距离(以前版本中默认是到三角形中心)
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