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制置使
- 积分
- 8003
- 威望
- 7998
- 金圆券
- 37222 PB
- 小红花
- 144
- 臭鸡蛋
- 2
- 法币
- 3396 FB
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本帖最后由 cools0812 于 2018-8-6 16:28 编辑
https://forum.paradoxplaza.com/f ... ugust-2018.1113625/
Hello everyone and welcome to another development diary for Imperator! Today we’ll delve into what we call unit-abilities, and also show off some interesting and fun modding mechanics.
大家好,欢迎来到《罗马》的另一篇开发日志!今天我们会深入介绍被称为单位能力的东西,并展现一些有趣的mod方式。
What we call unit-abilities in Imperator can be one of three categories, where some of them are hardcoded like moving cohorts between legions or detaching a siege force, while others are fully 100% done through our script.
本作中的单位能力可以被划为三种类型,其中一些,比如在不同军团间交换大队和分离出围城部队,是写入程序代码的(无法修改),而其他是通过脚本实现,100%可MOD的。
Reorganisational
重组类能力
Create New Unit - Allows you to create a new unit and transfer cohorts/ships to it, or back.
创建新单位 - 允许你建立新的军事单位,把大队/战船移动到其中或移动回来。
Consolidate - Merges cohorts of the same type, and then disbands empty cohorts.
合并大队 - 把(不满员的)同类大队合并,解散没有人的大队。
Detach Siege - Leaves behind a large enough force to siege or occupy the current city.
分离围城部队 - 分出一只数量足够围攻或占领所在城市的部队。
Split Half - Splits the Unit in Half
一分为二 - 把该军事单位均分为两队。
Recruit To - Opens up the recruit window, so you can recruit cohorts/ships directly to this unit. They will automatically march and merge to this unit.
Disband - For when you don’t want that unit anymore.
招募到 - 打开军队招募窗口,让你把新的大队/战船直接招募到该单位。新大队/战船会自动行军到这个单位,与之合并。
Please be aware that cohorts that are loyal to its commanders will not be possible to reorganise away from that commander.
请注意,对其指挥官忠诚的单位无法被上述功能调离该指挥官的军队。
Toggles
切换类
Select Objective - Can Select an Objective for this unit, and it will perform it without further input from you. More details in a later development diary.
选择目标 - 为这个单位选择一项目标,它就会自动执行这个目标,不需要更多玩家操作。该功能以后会有专门的开发日志详述。
Allow Attachment - Allow other nations units to attach to this one.
允许跟随 - 允许其他国家的单位(友军)跟随该单位一起行动。
Cavalry Skirmish - Trades Defense for Offense on Light Cavalry and Camels.
骑兵前哨战 - 牺牲轻骑兵和骆驼骑兵的防御能力,换取进攻能力。
Phalanx - Slower movement for armies, while heavy infantry defence is much stronger.
密集方阵 - 降低军队移动速度,大幅增加重步兵防御能力。
Padma Vyuha - Slower movement for heavy infantry defence and archer offence
Padmavyuha(一种史诗中的印度战阵)- 牺牲速度增加重步兵防御和弓箭手攻击力。
Unit Reorganisation - Double Maintenance and Slow movement speed, but unit reinforcing and morale recovery is much faster. Without using this, units recover slower than in previous games.
重组单位 - 维护费翻倍,降低速度,大幅加快增援补充和士气恢复速度。不使用该能力时,单位恢复会比过去的P社游戏慢得多。
Force March - Heavier Attrition and No morale recovery while moving much faster.
强行军 - 增加损耗率,取消士气恢复的同时,行军速度大大加快。
Some of these are unlocked by different military traditions, and some of them are always available, and some toggles have a small military power cost.
这些能力中一些是由不同的军事传统解锁,一些是永远可用的,还有一些切换类能力需要少量点数成本。
Actions
行动类
Attach/Detach to Unit - Attach/Detach to another unit present in the city.
跟随/停止跟随某单位 - 跟随/停止跟随在同一个城市中的另一单位。
Shattered Retreat - Gives the order for the unit to perform a shattered retreat. This is handy if you want to save the remnants of your army trapped deep in enemy territory, or when you are cut off by hostile Forts.
溃退 - 命令单位进入溃退状态。如果你的单位被困在敌境深处或要塞区中,这样做可能是有利的。
Construct Border Fort - Creates a colony in an unowned city bordering you, adding 1 freeman pop of your culture and a fort for military power.
建立边境要塞 - 消费军事点数在你边境上的一座无主城市建立殖民地,增加1个属于你文化的自由民pop和一级要塞。
Desecrate Holy Site - Spend religious power in another nations capital to reduce their omen power for a long time.
破坏圣地 - 在另一个国家的首都消费点数,在很长时间内降低他们的预兆力量。
Raise Levies - Spend Military Power to get more cohorts to your unit.
动员征召兵 - 消费军事点数给军事单位增加更多大队。
Military Colonies - Spend Military Power to create a freeman pop of your culture/religion in the current city.
军事殖民地 - 消费军事点数在单位所在城市中创建一个属于你的文化和宗教的自由民pop。
Raid City - Spend Military Power to get gold and manpower from an enemy city.
劫掠城市 - 消费军事点数从敌人的城市获得黄金和人力。
Build Road - Spend Military Power to build a road towards the next city the army moves to.
建造道路 - 消费军事点数建造到军队正在前往的城市的道路。
Some of these are unlocked by different military traditions, and some of them are always available.
这些能力中一些是需要用不同的军事传统解锁的,一些则永远可用。
Modding Support
游戏修改支持
So, making lots of these scriptable was possible due to the new super-powerful scripting tools of Jomini, which is the game-mechanics layer we have on top of Clausewitz these days.
由于约米尼(我们加在克劳塞维茨引擎上的新机制层)的超强新脚本工具,这些能力中的大部分都是可以通过脚本修改的了。
We have some nice ways to get dynamic values in effects, like this in the raiding mechanics. You can basically access any “trigger” from any scope you can switch to as a value and modify with each other.
现在有很多办法在机制效果中获得动态数值,比如在劫掠机制中。你可以在这些脚本中调用来自任何范围的任何trigger将其作为数值并加以修改。
- unit_owner = {
- add_treasury = {
- value = root.unit_location.total_population
- multiply = root.unit_location.civilization_value
- divide = 100
- }
- add_manpower = {
- value = root.unit_location.total_population
- multiply = root.unit_location.civilization_value
- divide = 250
- }
- }
复制代码
We can also do loops, which is used in the levies.
也可以用使用循环代码,比如在动员征召兵的机制中。
- while = {
- count = {
- value = root.unit_owner.max_manpower
- multiply = 0.25
- round_up = yes
- }
- add_subunit = light_infantry
- }
复制代码
And for those of you that modded previous games, and know about city, character and country scopes, will be happy to know that Imperator has those and far more, like unit scope, pop scope, party scope, etc..
对于你们这些修改过以前的P社游戏,并了解其中的国家,城市,角色范围的人,有个好消息是,本作不但有这些范围,还有更多如单位,人口和党派的范围。
Next week, we'll be back with a look at the technology system!
下周,我们会介绍科技系统!
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