中世纪2全面战争完整修改

时间:2024.4.13

首先从兵种文件说起.

export_descr_unit文件

以封建骑士为例:

type Feudal Knights(建筑文件对应出的名)

dictionary Feudal_Knights(汉化,贴图对应的名) ; Feudal Knights(注释,简介出的名)

category cavalry(兵种类型:如步兵,骑兵)

class heavy(兵的类型)

voice_type Heavy(兵的响声)

banner faction main_cavalry(兵种旗帜)

banner holy crusade_cavalry(加入十字或圣战后的旗帜)

soldier Feudal_Knights,(兵种骨骼) 32,(兵种数量,公式:32除2乘5) 0(人马合一), 1(冲锋的穿透能力,简言之是冲锋时间)

mount barded horse(骑的座骑)

mount_effect elephant -4,(对大象减4点士气) camel -4(对骆驼减4点士气)

attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight(兵的各种能力)

formation 2, 4.4, 3, 6, 2, square, wedge(阵型,行列)

stat_health 1, 0(1为人的生命,0为座骑生命)

stat_pri 10(冲锋伤害), 6(冲锋加乘), no(远程武器名), 0(射程), 0(弹药), melee(交战类型), melee_blade(武器类型), piercing(武器声音), spear(武器类型), 25(动作时间), 1(武器切换速度)

;stat_pri_ex 0, 0, 0(武器升级变化)

stat_pri_attr no(是否破甲)

stat_sec 11(近战肉搏伤害), 4(冲锋加乘), no, 0, 0, melee, melee_blade, piercing, sword, 25, 1(下面的同上)

;stat_sec_ex 0, 0, 0(副武器升级变化)

stat_sec_attr no(是否破甲)

stat_pri_armour 7(甲防), 5(计防), 4(盾防), metal

;stat_armour_ex 7, 8, 0, 0, 5, 4, 4, metal(防御升级变化)

stat_sec_armour 0, 0, flesh(座骑防御变化)

stat_heat 5(劳累速度,数据越大累的越快)

stat_ground 0(灌木丛能力加乘), -2(沙漠能力加乘), -4(森林能力加乘), 0(雪地能力加乘0

stat_mental 9,(士气) impetuous,(纪律) trained(训练)

stat_charge_dist 45(冲锋的码数,进入多少距离开使冲锋)

stat_fire_delay 0(部队整队时间)

stat_food 60, 300

stat_cost 1(造兵回合), 730(会战里买的钱), 250(会战里维护费), 120(升级武器费), 95(升级盔甲费), 730(自定义战役费用), 4(多于几队开始罚钱), 180(罚钱的多少) armour_ug_levels 3, 4(盔甲升级要求铁匠等级)

armour_ug_models Feudal_Knights,(无盔甲升级时第1个模形) Feudal_Knights_ug1(升了一点防后的模形)

ownership england, scotland, france, hre, denmark, spain, portugal, milan, venice,

papal_states, hungary, slave(能造的国家)

era 0 england, france, hre, denmark, spain, portugal, milan, venice, hungary(哪国在哪个时期有,era 0为初期;era 1为中期;era 2为后期)

era 1 scotland(同上)

;unit_info 10, 0, 16(凡是前面带;号数据无效)

常用的兵种属性:

sea_faring 能上船

can_withdraw 可以撤退

mercenary_unit 雇佣兵

hide_forest 能隐藏在森林中

hide_improved_forest 能良好的隐藏在森林中

hide_anywhere 能隐藏在任何地方

hardy 耐力良好

very_hardy 耐力极佳

can_formed_charge 可列队冲锋

knight 骑士

free_upkeep_unit 在城镇中可免维护费

cantabrian_circle 环形射击

general_unit 将军单位

general_unit_upgrade 后期将军单位

gunpowder_unit 有火枪装弹动作

fire_by_rank 多列轮流射击

gunmen 火枪手,只有第一排可以射击

guncavalry 龙骑兵,只有第一排可以射击

crossbow 十字弓,只有第一排可以射击

start_not_skirmishing 默认关闭自动闪避

stakes 可放置木桩

pike 超长枪

frighten_mounted 惊吓马匹

frighten_foot 惊吓步兵

can_run_amok 会发疯

druid 德鲁依,增加友军士气

artillery 炮兵(武器)

Ucannon 加农炮(武器)

rocket 火箭(武器名)

mortar 迫击炮(武器)

explode 会爆气

kstandard 军旗部队(加士气)

is_peasant城市免费

座骑列表:

fast pony(轻快速马)

heavy horse(健壮的马)

mailed horse 天主教初期战马(如封建骑的)

barded horse 游侠战马(如侠义骑的)

armoured horse 西欧铁骑(如重装枪骑兵骑的)

eastern armoured horse 东方铁骑(如马路小坦克骑的)

camel 骆驼

elephant 枪象

elephant_cannon 炮象

elephant_rocket 火箭战象

接着是/data/world/maps/campaign/imperial_campaign/descr_strat

(开局文件,最好别乱改,否则会跳,重开档方会生效)

playable (游戏开始时选择势力)

england 英格兰

france 法兰西

hre 神圣罗马帝国

spain 西班牙

venice 威尼斯

可以添加新势力

end

unlockable (游戏通关后选择势力)

sicily 西西里

milan 米兰

scotland 苏格兰

byzantium 拜占庭

russia 俄罗斯

moors 摩尔

turks 土耳其

egypt 埃及

denmark 丹麦

portugal 葡萄牙

poland 波兰

hungary 匈牙利

end

nonplayable (不可以选择势力)

papal_states(教皇国)

aztecs 阿兹特克

mongols 蒙古

timurids 帖木儿

slave 叛军

end

start_date 1080 summer 帝国会战起始时间

end_date 1530 winter 帝国会战结束时间

timescale 0.5 回合数(会影响事件发生时间,如需变动1年2回合为0.5,4回合0.25,以此类推)

brigand_spawn_value XX 叛军的出现几率,数字越大几率越低

pirate_spawn_value XX 海盗的出现几率,数字越大几率越低

faction(派系)france,(法国) balanced smith(外交政策:中2外交政策甭需改动)

ai_label(政策引用跟descr_campaign_ai_db文件相关)catholic(宽容) default(简单) papal_faction(教皇专用) slave_faction(叛军专用)

denari 8000(起始势力金钱数,可以更改数量,注意防止腐败)

denari_kings_purse 1500(起始国王金库)

settlement(城市)(可以改为城堡,不过注意城堡和城市建筑物单词有区别,下面有明细) {

level(级别) large_town(城市,可以更改级别)

region(区域) Paris(巴黎)_Province(省)

year_founded(建立年代) 0

population 3800(人口数,可以改动)

plan_set default_set

faction_creator(起始派别) france(法国)

building(建筑)

{

type(类型) core_building(城市城墙) wooden_wall(木墙,可以更改级别) }

building

{

type(类型) barracks(城市兵营) town_guard(民兵军营,可以更改级别) }

building

{

type (添加新的建筑物名称) (添加新的建筑物级别)

}

}

settlement castle(城堡)(可以改为城市,不过注意城堡和城市建筑物单词有区别,下面有明细)

{

level(级别) town(木堡,可以更改级别)

region(区域) Angers(昂热)_Province(省)

year_founded(建立年代) 0

population 1800(人口数,可以改动)

plan_set default_set

faction_creator(起始派别) france(法国)

building

{

type(类型) core_castle_building(城堡) wooden_castle(木堡)

}

building

{

type(类型) equestrian(城堡马厩) stables(马厩)

}

building

{

type (添加新的建筑物名称) (添加新的建筑物级别)

}

}

character(描述) Philip(将军名), named character(只有家族成员需要), male(男性), leader(领袖), age(年龄) 40, x(横向坐标) 113, y(竖向坐标) 131

traits(属性) Factionleader(派系领袖) 1(级别) , GoodCommander(优秀指挥官) 2(级别) , Intelligent(聪明) 2(级别) , 添加新属性 级别(注意格式)

ancillaries(随从) holy_grail(圣杯), chevalier_de_bayard(巴亚尔骑士), 添加新的随从(随从最多8个,注意格式)

army(军队)

unit(单位) NE Bodyguard(早期将军卫队) exp 9(经验值) armour 3(盔甲级) weapon_lvl 3(武器级)

unit(单位) Peasant Archers(平民弓箭手) exp 6(经验值) armour 0(盔甲级) weapon_lvl 0(武器级)

unit(单位) Spear Militia(长矛民兵) exp 0(经验值) armour 0(盔甲级) weapon_lvl 0(武器级)

unit(单位) Spear Militia(长矛民兵) exp 0(经验值) armour 0(盔甲级) weapon_lvl 0(武器级)

unit 添加新兵种(每个将军带队数上限20支) exp X armour X weapon_lvl X

character Pierre(将军名), general(一般), male, age 20, x 121, y 126

army

unit Gendarmes(宪兵骑士) exp 5 armour 1 weapon_lvl 1 unit French Mounted Archers(法兰西弓骑兵) exp 4 armour 1 weapon_lvl 0 unit Scots Guard(苏格兰卫队) exp 4 armour 0 weapon_lvl 0 unit Aventurier(冒险者弩兵) exp 4 armour 0 weapon_lvl 0

unit 添加新兵种(每个将军带队数上限20支) exp X armour X weapon_lvl X

character Guillemot de Lyon(将军名), admiral(海军), male, age 20, x 113, y 99 traits(属性) Sailor(传奇海军将领) 5(级别)

ancillaries(随从) shipwright(船舶工匠), naval_gunner(战舰炮长), naval_navigator(可靠导航员)

army

unit carrack(卡拉克战舰) exp 7 armour 3 weapon_lvl 3 unit carrack(卡拉克战舰) exp 7 armour 3 weapon_lvl 3

unit 添加新船只(每个将军带队数上限20支) exp X armour X weapon_lvl X

character Etienne Tristram, priest(主教), male, age 20, x 101, y 115

traits(属性) NaturalPriestSkill(自然教士技巧) 3 , 添加新属性,注意格式

ancillaries(随从) witch_hunter(女巫猎人), royal_seminarian(皇家神学家), 添加新随从,最多8个,注意格式

character Aubert Febre, spy(间谍), male, age 20, x 122, y 120

traits(属性) GoodSpy 5 , 添加新属性,注意格式

ancillaries(随从) spyglass, 添加新随从,最多8个,注意格式

character Aubert Febre, assassin(刺客), male, age 20, x 122, y 120

traits(属性) GoodAssassin 5 , 添加新属性,注意格式

ancillaries(随从) accomplice, 添加新随从,最多8个,注意格式

character Rainald Erlach, diplomat(外交官), male, age 20, x 118, y 120

traits(属性) GoodDiplomat 5 , 添加新属性,注意格式

ancillaries(随从) translator, 添加新随从,最多8个,注意格式

character Pedro Descriua, merchant(商人), male, age 20, x 111, y 120

traits(属性) GoodMerchant 4 , 添加新属性,注意格式

ancillaries(随从) trick_abacus, 添加新随从,最多8个,注意格式

character Constance, princess(公主), female(女性), age 19, x 112, y 131

traits(属性) IAmPrincess 1 , 添加新属性,注意格式

ancillaries(随从) strapping_stallion, 添加新随从,最多8个,注意格式

character_record(家族描述) Michiel(名字), male(男性), age(年龄) 2, alive(存活), never_a_leader(这里指未成年)

character_record Henry(名字), male(男性), age(年龄) 1, alive(存活), never_a_leader(这里指未成年)

character_record Bertrada de Montfort(名字), female(女性), age(年龄) 52, alive(存活), never_a_leader(这里指皇后)

relative Philip, Bertrada de Montfort, Louis, Constance, Michiel, Henry, end(这行意思按家族年龄顺序排列)

(如果你想你的王室成员游戏一开始就成年且满属性,把家族描述这个人的一行去掉,在将军上面另起一行,格式按上面介绍的添加,例如:想让Henry亨利一开始就16岁,格式如下:)注意:年龄必须按顺序排列好,也就是你把小儿子搞成年了,而他的哥哥才2岁;方法把最后年龄排序上调过来即可.或哥哥也成年岁数>16岁.

character Henry, named character, male, age16, x 114, y 133

traits 添加属性

ancillaries 添加随从

army

unit NE Bodyguard exp 9 armour 3 weapon_lvl 3

; >>>> start of diplomacy section <<<<

faction_standings(派别) england,(国家) -0.2 france, scotland faction_standings england, -1.0 slave

faction_standings scotland, -0.2 england

faction_standings scotland, 0.2 france

faction_standings scotland, -1.0 slave

faction_standings france, -0.2 england (每回合对英格兰外交度下降0.2) faction_standings france, 0.2 scotland(每回合对苏格兰外交度增加0.2)

faction_standings france, -1.0 slave

faction_standings venice, -0.2 byzantium

faction_standings venice, -0.45 milan, hre

faction_standings venice, -1.0 slave

(以上指每回合所属国家对相对国家的外交度,负数为下降)

faction_relationships england, at_war_with slave

faction_relationships france, at_war_with slave(叛军)

接着是令一个重要文件/data/export_descr_buildings(不用重开档)

wooden_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }

{(括号里为可造派系,如北欧,中东,东欧,希腊,南欧,对叛军出兵重要) convert_to 2

capability

{

recruit_pool "Conquistadores"(出兵名字,对应dictionary) 1(可出数) 0.4(每回合补充率) 3 0(经验) requires factions { spain, portugal, } (可出国家) and hidden_resource america

recruit_pool "Dismounted Conquistadores" 1 0.4 3 0 requires factions { spain, portugal, } and hidden_resource america

recruit_pool "Town Militia" 1 0.2 2 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, Normans, }

recruit_pool "Italian Militia" 1 0.2 2 0 requires factions { milan, venice, papal_states, sicily, }

happiness_bonus bonus 1()

recruitment_slots 9(一回合造9个格的兵)

}

material wooden

construction 1 (建筑建造所需回合)

cost 1200 (所需金钱)

settlement_min town

upgrades

公会修改:/data/export_descr_guilds文件

Guild assassins_guild(名称 刺客公会)

building guild_assassins_guild(建筑 刺客公会)

levels 100 250 500

levels代表公会分3次升级要求的点数,把数字分别改小就可以降低难度了.如全部公会改小则体现不出你想要公会的出现率.

data/world/maps/campaign/imperial_campaign/descr_mercenaries(雇佣兵文件) pool Egypt(地区名:埃及)

regions Alexandria_Province Cairo_Province Gaza_Province

unit merc galley, exp 0(经验值) cost 200(买所需金钱) replenish 0.36 - 1.0 (每回合补充率)max 2 initial 1 religions { islam } (派系)crusading

unit merc galley, exp 0 cost 1040 replenish 0.06 - 0.18 max 1 initial 1

unit Bedouin Cavalry exp 0 cost 630 replenish 0.04 - 0.13 max 2 initial 1 religions { islam }

unit Ghazis exp 0 cost 100 replenish 0.18 - 0.5 max 6 initial 1 religions { islam } crusading

unit Mutatawwi'a exp 0 cost 60 replenish 0.08 - 0.25 max 4 initial 1 religions { islam } crusading

unit Turkomans Mercs exp 0 cost 740 replenish 0.04 - 0.13 max 2 initial 1 religions { islam }

unit Sudanese Tribesmen Mercs exp 0 cost 440 replenish 0.04 - 0.13 max 2 initial 1

/data/export_descr_ancillaries(随从文件)

Ancillary adultress(随从 情妇)

Type Sex(类型 性)

Transferable 1 (这里1代表可以把随从转让别人 0代表不可以)

Image sex_expensivewoman.tga(图片引用)

ExcludeCultures middle_eastern(排除派系 中东)

Description adultress_desc(描述引用)

EffectsDescription adultress_effects_desc

Effect Chivalry -1 (骑士美德-1)

Effect Piety -1 (虔诚-1)

Effect TroopMorale -1 (部队士气-1)

Effect Fertility -2 (生育能力-2)

;------------------------------------------

Trigger adultress_vnv_trigger (情妇触发条件)

WhenToTest CharacterTurnEnd (时间为回合结束)

Condition EndedInSettlement (条件待在城里)

and RemainingMPPercentage = 100 (移动力满)

and SettlementBuildingExists >= coaching_house(需要建筑物等级>=旅店) and IsGeneral (状态一般)

and IsMarried (已婚)

and SpouseAttribute Charm < 3 (老婆的属性魅力< 3)

and Attribute Chivalry < 1 (骑士美德< 1)

AcquireAncillary adultress chance 100 (以上条件全部满足后触发几率为100)

/data/export_descr_character_traits(人物属性文件)

Trait GoodCommander (属性 优秀指挥官)

Characters family

AntiTraits BadCommander(相反属性 糟糕指挥官)

Level Promising_Commander(级别 优秀的指挥官)

Description Promising_Commander_desc

EffectsDescription Promising_Commander_effects_desc

GainMessage Promising_Commander_gain_desc

LoseMessage Promising_Commander_lose_desc

Threshold 1

Effect Command 1 (属性 统帅+1)

Level Aspiring_Commander(级别 卓越的指挥官)

Description Aspiring_Commander_desc

EffectsDescription Aspiring_Commander_effects_desc

GainMessage Aspiring_Commander_gain_desc

LoseMessage Aspiring_Commander_lose_desc

Threshold 2

Effect Command 2 (属性 统帅+2)

;------------------------------------------

Trigger V0090_Standard_Battle_Any_Victory_VnV_Trigger

WhenToTest PostBattle(战斗时触发)

Condition IsGeneral (条件是将军)

and WonBattle (赢取战斗)

and BattleOdds < 2.25 (战前势力比小于2:2.5)

Affects GoodCommander 1 Chance 100 (满足以上条件触发优秀的指挥官几率为100,这里的1指的是该技能的等级)

后代子孙成年时属性修改

Trigger random_birth_france (特性 法国派系任意发生)

WhenToTest CharacterComesOfAge (发生时间为成年)

Condition FactionType france

Affects HaleAndHearty 2 Chance 100 (强壮技能2级的触发几率为100) Affects Intelligent 2 Chance 100 (聪明技能2级的触发几率为100) Affects 添加新技能 新技能等级 Chance 触发几率

注意:最多不可超过10个技能,每个技能等级有限制,高出等级限制=没有此技能 将军腐败修改:

查找Trigger corruption1和Trigger corruption2和Trigger corruption4

把and Treasury > 50000,的数字改大,因为这个数字代表到达这个金钱数将军会腐败 把 Affects Corrupt 1 Chance 0 数字改为0,意思是触发这几种腐败类型的几率

Affects Aesthetic 1 Chance 0

Affects ExpensiveTastes 1 Chance 0

Affects Epicurean 1 Chance 0

Affects Embezzler 1 Chance 0

改成0腐败也会出现

/data/descr_campaign_db(将领年龄修改)

<family_tree> <max_age uint="90"/>最大年龄的岁数

<max_age_for_marriage_for_male uint="75"/>男的最大结婚年龄

<max_age_for_marriage_for_female uint="40"/>女的最大结婚年龄

<max_age_before_death uint="105"/>最长寿命的年龄

<max_age_of_child uint="10"/>10岁以下称为小孩的年龄

<old_age uint="60"/>60岁以上称为老者的年龄

<age_of_manhood uint="16"/>最小有生值能力的年岭

<daughters_age_of_consent uint="16"/>公主的成年年龄

<daughters_retirement_age uint="40"/>公主进修道院的年龄

<age_difference_min int="-10"/>求婚者的最小年龄比家族未婚者小10岁

<age_difference_max int="30"/>求婚者的最小年龄比家族未婚者大30岁

<parent_to_child_min_age_diff uint="12"/>相隔生最大的孩子和最小的孩子的年龄差距 <min_adoption_age uint="20"/>最小家族人员能收养养子的年龄

<max_adoption_age uint="30"/>最大家族人员能收养养子的年龄

<max_age_for_conception uint="50"/>最大的怀孕年龄

<age_of_manhood_close uint="14"/>最小有生殖能力的男性为14岁

<max_number_of_children uint="4"/>家族每人可生小孩的最大数为4

海战修改:

<autoresolve>

<min_capture_percent float="0.0"/> 最小俘虏几率

<max_capture_percent float="60.0"/> 最大俘虏几率

<lopsided_thresh float="1.5"/>

<lopsided_hn_mod float="3.0"/>

<separation_missile_add uint="1"/>

<naval_sink_modifier float="85.0"/> 海战沉没几率(最高100)

<naval_sink_offset float="15.0"/> 海战逃跑几率(最低0)

<naval_sink_max float="100.0"/> 海战败方沉没最大几率

/data/world/maps/campaign/imperial_campaign/descr_events(历史事件修改)

; ------------ CORE GAME EVENT --------------

event historic gunpowder_discovered 火器的出现

date 160 170 (最小发生回合/最大发生回合)

movie event/gunpowder_invented.bik

event historic mongols_invasion_warn 蒙古入侵

date 128 144

event historic world_is_round 地球是圆的(发现美洲)

date 320 328

把回合数改成2就会变成第二回合发生.因游戏一开始就已经为1回合,故修改时最低时间是2.

注意,蒙古入侵的时间和回合数有关,注意间隔,不然会跳出.

data/descr_character文件:

starting_action_points 80(为所有部队行军范围,可做更改) ; default value for all characters and pathfinding calculations

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

type named character(家族成员)

actions moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower wage_base 40

starting_action_points 15(家族成员移动范围,可做修改)

faction venice(威尼斯)

dictionary 15

strat_model southern_general

battle_model Northern_General

battle_equip gladius, chainmail shirt helmet and rectangular shield

(以上为将军部队的单位行为,模型,工资,装备,哪些国家和移动力的描述.其中异教徒,女巫,审查官是不可以招募的)

请参照事物官名字修改,简单的说是:

type named character(将军部队)

general(一般部队)

spy(间谍)

assassin(刺客)

diplomat(外交官)

admiral(海军)

princess(公主)

merchant(商人)

priest(教士)

heretic(异教徒)

witch(女巫)

inquisitor(审查官)

wage_base 100 (每回合维护费)

starting_action_points 15 (移动力)

data/descr_settlement_mechanics文件:

descr_settlement_mechanics.xml

SPF代表settlement population factor (解决人口因素)

SOF代表settlement order factor (解决次序因素)

SIF代表settlement income factor (解决收入因素)

<!-- city -->(城市)

<level name="village" base="400" upgrade="400" min="400" max="1500"/>

<level name="town" base="400" upgrade="2000" min="400" max="3500"/>

<level name="large_town" base="2000" upgrade="6000" min="400" max="9000"/> <level name="city" base="6000" upgrade="12000" min="400" max="18000"/>

<level name="large_city" base="12000" upgrade="24000" min="400" max="36000"/> <level name="huge_city" base="24000" min="400" max="72000"/>

<!-- castle -->(城堡)

<level name="moot_and_bailey" base="400" upgrade="0" min="400" max="1500"/> <level name="wooden_castle" base="400" upgrade="0" min="400" max="3500"/> <level name="castle" base="1500" upgrade="4500" min="400" max="9000"/>

<level name="fortress" base="4500" upgrade="9000" min="400" max="13500"/> <level name="citadel" base="9000" upgrade="18000" min="400" max="18000"/>

意思是:城市/城堡级别,升到该级需要的人口数,升到下级需要的人口数,招兵的最小人口数,城镇人口上限

注意:每一级别城市或城堡的人口上限都不能低于前一级的.另外人口数大了,治安和快乐还有健康,也要做相应修改,在export_descr_buildings文件.

data/descr_sm_resources文件:(资源修改)

gold 金 价值 20

silver 银 价值 12

fish 鱼 价值 5

furs 毛皮 价值 3

grain 谷物 价值 5

timber 木材 价值 6

iron 钢 价值 9

ivory 象牙 价值 12

wine 酒 价值 8

slaves 奴隶 价值 8

chocolate 巧克力 价值 15

marble 大理石 价值 10

textiles 纺织品 价值 8

dyes 染料 价值 8

tobacco 烟草 价值 15

silk 丝绸 价值 12

sugar 糖 价值 10

sulfur 硫磺 价值 5

tin 锡 价值 6

spices 香料 价值 12

cotton 棉花 价值 8

amber 琥珀 价值 12

coal 煤 价值 4

wool 羊毛 价值 6

elephants 大象 可招募

camels 骆驼 可招募

dogs 狗 可招募

后面数字就是价值,×商人的属性=每回合产生的金钱

爆心攻击力

<fiery>0</fiery>

</area_effect>

好,下面是最重要最震撼人心的光影效果修改!

descr_effect_impacts.txt文件:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;culvern explosion ground impact

effect explosive_fiery_cloud_culvern

{

type explosion

{

; main explosion (爆破方式)

model models_effects/explosive_cloud_firey.CAS

sort_for_speed

anim_time 2.6 (反应时间)

max_scale 8(最大规模)

max_particle_scale 2.7(最大粒子规模)

scale_time_bias 0.9

alpha_time_bias 0.95

;clr_adjust_by_ambient_intensity

; debris

debris_model models_effects/debris_fire.cas

debris_num_particles 40(碎片,注意,烧机子!)

debris_lifetime_range 14, 60(14是碎片,60有效光影效果范围,这个最重要) debris_emit_angle 90 ; degrees (溅射角度)

debris_time_bias 0.1 (时间)

debris_velocity_range 12.5, 6.5 (溅射速度)

debris_scale_range 0.1, 0.5

}

}

再把远处部队的主武器射成你修改的炮就行了.

下面是模型的修改

battle_models.modeldb文件:

22 serialization::archive 3 0 0 0 0 705 0 0

这个是很重要的一行,并且是很容易出错的部分。

22代表“serialization::archive”这段话的字节数,自己可以数数。数字错了会跳的. 3 0 0 0 0 705 0 0

这个之中最重要的`应该是705了`这个是本文件含有的单位模型数量,你每添加一个单位,这个数字就要+1

以苏格兰卫队为例

15 noble_swordsmen

1(代表只有1个国家拥有) 3(指不同的视觉距离下,有3个层次的骨骼连接)

60 unit_models/_Units/EN_Pplate_Plate/noble_swordsmen_lod0.mesh 121

60 unit_models/_Units/EN_Pplate_Plate/noble_swordsmen_lod1.mesh 1225

60 unit_models/_Units/EN_Pplate_Plate/noble_swordsmen_lod2.mesh 6400

这是分别在121,1225,6400`距离下`连接的骨骼文件路径`其中的60字节不包括这3个数字。

1

8 scotland(苏格兰使用的纹理)

75 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_scotland.texture 73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture

48 unit_sprites/scotland_Noble_Swordsmen_sprite.spr (远景模型,会引发“鬼兵”问题) 1

8 scotland

68 unit_models/AttachmentSets/Final Special Heads_scotland_diff.texture (脸的模型) 68 unit_models/AttachmentSets/Final Special Heads_scotland_norm.texture 0 (衣服模型,这就是为啥你见到中2里士兵不一的样)

1

4 None (无座骑)

19 MTW2_Slow_Swordsman 0

2

18 MTW2_Sword_Primary

14 fs_test_shield 0 (使用的装备与攻击类型)

16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

(重点注释:该修改很麻烦,如果机子不好或者不是很需要的朋友不要随意修改,会跳的) 关于如何修改将领卫队和卫队是农民问题

首先修改兵种属性文件:

以条顿骑士为例

复制整段条顿骑士的数据在最底下新起

type jiang(对应名,别和原来的Ritterbruder就行了,不然跳)

dictionary Ritterbruder ; Ritterbr黡er

category cavalry

class heavy

voice_type Heavy

banner faction main_cavalry

soldier Ritterbruder, 32, 0, 20

mount armoured horse

mount_effect elephant -4, camel -4

attributes sea_faring, hide_forest, can_formed_charge, frighten_foot, general_unit,(可做将军单位) very_hardy

formation 2, 4.4, 3, 6, 2, square

stat_health 5, 1

stat_pri 20, 12, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1 , area

;stat_pri_ex 0, 0, 0

stat_pri_attr ap

stat_sec 50, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1

;stat_sec_ex 0, 0, 0

stat_sec_attr area, launching, ap

stat_pri_armour 10, 10, 10, metal

;stat_armour_ex 7, 9, 0, 0, 5, 8, 8, metal

stat_sec_armour 0, 0, flesh

stat_heat 8

stat_ground 0, 0, 0, 2

stat_mental 20, normal, trained

stat_charge_dist 35

stat_fire_delay 0

stat_food 60, 300

stat_cost 1, 10, 0, 85, 205, 970, 2, 290

armour_ug_levels 5, 6

armour_ug_models Ritterbruder_ug1

ownership teutonic_order

era 0 teutonic_order

era 1 teutonic_order

era 2 teutonic_order

;unit_info 11, 0, 20

recruit_priority_offset 90

向上面那样修改,你就有了一个可做将领卫队的条顿骑士

然后打开Medieval II Total War\mods\teutonic\data\world\maps\campaign\imperial_campaign里的descr_strat文件 以开局总团长为例

character Gunther(将领名:总团长贡特尔) von Schwarzenburg, named character, male, leader, age 45, battle_model Teutonic_Hochmeister, x 60, y 36

traits Factionleader 1 , GoodCommander 2 , PublicFaith 1 , BattleChivalry 4 , ReligionStarter 1

****

unit jiang(这是总团长将领卫队,注意要有general_unit的才能做将领卫队) exp 9 armour 0 weapon_lvl 0

unit Ritterbruder(我自己改的,是总团长开局带的兵) exp 9 armour 0 weapon_lvl 0 unit Ritterbruder exp 9 armour 0 weapon_lvl 0

unit Ritterbruder exp 9 armour 0 weapon_lvl 0

unit Dismounted Ritterbruder exp 9 armour 0 weapon_lvl 0

unit Dismounted Ritterbruder exp 9 armour 0 weapon_lvl 0

unit Dismounted Ritterbruder exp 9 armour 0 weapon_lvl 0

unit Dismounted Ritterbruder exp 9 armour 0 weapon_lvl 0

unit nu exp 9 armour 0 weapon_lvl 0

unit nu exp 9 armour 0 weapon_lvl 0

unit nu exp 9 armour 0 weapon_lvl 0

unit nu exp 9 armour 0 weapon_lvl 0

unit Livonian Auxiliaries exp 9 armour 0 weapon_lvl 0

unit Livonian Auxiliaries exp 9 armour 0 weapon_lvl 0

unit Livonian Auxiliaries exp 9 armour 0 weapon_lvl 0

unit Livonian Auxiliaries exp 9 armour 0 weapon_lvl 0

unit Livonian Auxiliaries exp 9 armour 0 weapon_lvl 0

unit Livonian Auxiliaries exp 9 armour 0 weapon_lvl 0

unit Livonian Auxiliaries exp 9 armour 0 weapon_lvl 0

unit Livonian Auxiliaries exp 9 armour 0 weapon_lvl 0

修改早期将领卫队为其它兵种时原来的那个国家所属的所有将领卫队单位要去掉或改为该国家不可用,也就是该国除了这一对将领卫队外没其它有可做该国将领卫队的属性, 那么以后招将领时就是这种兵作为将领卫队了

如何修改易北河的BT型骑兵:

拿条顿精英骑士为例,原数据

type Ritterbruder

dictionary Ritterbruder ; Ritterbr黡er

category cavalry

class heavy

voice_type Heavy

banner faction main_cavalry

soldier Ritterbruder, 24, 0, 1

mount barded horse

mount_effect elephant -4, camel -4

attributes sea_faring, hide_forest, can_withdraw, can_formed_charge, frighten_foot formation 2, 4.4, 3, 6, 2, square

stat_health 1, 0

stat_pri 11, 7, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1

;stat_pri_ex 0, 0, 0

stat_pri_attr no

stat_sec 12, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1

;stat_sec_ex 0, 0, 0

stat_sec_attr no

stat_pri_armour 7, 5, 8, metal

;stat_armour_ex 7, 9, 0, 0, 5, 8, 8, metal

stat_sec_armour 0, 0, flesh

stat_heat 8

stat_ground 0, 0, 0, 2

stat_mental 11, impetuous, highly_trained

stat_charge_dist 45

stat_fire_delay 0

stat_food 60, 300

stat_cost 1, 970, 240, 85, 205, 970, 2, 290

armour_ug_levels 5, 6

armour_ug_models Ritterbruder, Ritterbruder_ug1

ownership teutonic_order

era 0 teutonic_order

era 1 teutonic_order

era 2 teutonic_order

;unit_info 11, 0, 20

recruit_priority_offset 90

修改后:

type Ritterbruder

dictionary Ritterbruder ; Ritterbr黡er

category cavalry

class heavy

voice_type Heavy

banner faction main_cavalry

soldier Ritterbruder, 24, 0, 20(这个1和20代表骑士的穿透能力,直冲到最后一排.) mount barded horse

mount_effect elephant -4, camel -4

attributes sea_faring, hide_forest, can_withdraw, can_formed_charge, frighten_foot formation 2, 4.4, 3, 6, 2, square

stat_health 1, 0

stat_pri 11, 12(加强冲锋威力), no, 0, 0, melee, melee_blade, piercing, spear, 25, 1, area(拥有贱踏效果)

;stat_pri_ex 0, 0, 0

stat_pri_attr no

stat_sec 12, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1

;stat_sec_ex 0, 0, 0

stat_sec_attr no

stat_pri_armour 7, 5, 8, metal

;stat_armour_ex 7, 9, 0, 0, 5, 8, 8, metal

stat_sec_armour 0, 0, flesh

stat_heat 8

stat_ground 0, 0, 0, 2

stat_mental 11, impetuous, highly_trained

stat_charge_dist 45

stat_fire_delay 0

stat_food 60, 300

stat_cost 1, 970, 240, 85, 205, 970, 2, 290

armour_ug_levels 5, 6

armour_ug_models Ritterbruder, Ritterbruder_ug1

ownership teutonic_order

era 0 teutonic_order

era 1 teutonic_order

era 2 teutonic_order

;unit_info 11, 0, 20

recruit_priority_offset 90

下面是座骑的修改,打开descr_mount.txt文件:

条顿骑的马是barded horse

找到原数据:

type barded horse

class horse

model Mount_Barded_Horse

radius 1.8

x_radius 0.8

y_offset 0.7

height 2.5

mass 3.5

banner_height 0

bouyancy_offset 1.8

water_trail_effect horse_water_trail

root_node_height 1.0

;rider_offset 0.0, 0.45, 0.35

rider_offset 0.0, 0.38, 0.70

修改后:

type barded horse

class horse

model Mount_Barded_Horse

radius 1.45

x_radius 0.8

y_offset 3

height 2.5

mass 40

banner_height 0

bouyancy_offset 1.8

water_trail_effect horse_water_trail

root_node_height 1.0

;rider_offset 0.0, 0.45, 0.35

rider_offset 0.0, 0.38, 0.70

E文解释:

radius:代表马的盔甲,数据越低,骑兵就越难死,灵活度加大,能让骑兵更容易从冲锋后的阵里脱出来,越大的话冲锋效果越强

x_radius:骑兵的间隔,也是易北河骑兵间隔大的原因

y_offset:冲破阵的幅度

mass:冲撞的效果,贱踏效果,令你的骑兵拥有大象的贱踏.

远射武器列表:

弓箭 arrow

火箭 arrow_fiery

弩兵 steel_crossbow_bolt

弩炮 ballista

拿法 nahptha_bomb

龙骑 pistol_bullet

火枪 musket_bullet

风琴炮 ribault_shot

管炮 monster_ribault_shot

火箭 rocket

枪象 arquebus_bullet

炮象 elephant_cannon_shot

火箭战象 elephant_rocket5

mortar炮 mortar_shot

攻城炮 bombard_shot

蜥炮 culverin_shot

蛇炮 basilisk_shot

加农炮 serpentine_shot

射石炮 grand_bombard_shot

巨炮 monster_bombard_shot

抛石车catapult(抛射)

抛石器trebuchet(抛射,可燃)

exploding_culverin_shot 开花弹(蜥炮)

exploding_basilisk_shot 开花弹(蛇炮)

exploding_cannon_shot 开花弹(加农炮)

flaming_grand_bombard_shot 燃烧弹(攻城炮)

flaming_bombard_shot 燃烧弹(攻城炮)

fiery_norman_catapult 燃烧弹

仅做参考

关于如何添加兵牌,打开Medieval II Total War\data

在里面新建个ui文件夹,再在里面新建unit_info文件夹(大兵牌)和units文件夹(小兵牌)

然后按比例小兵牌48乘64,大兵牌191乘280.找到图大兵牌改名为兵种属性文件dictionary里对应的名

如type Grand Master Ulrich

dictionary Grand_Master_Ulrich ; Grand Master Ulrich

要改一下,如下:

type Grand Master Ulrich

dictionary shenluo(别对应原来就行了) ; Grand Master Ulrich

找到想做兵牌的图,改名为shenluo_info的tga图片放到unit_info里,这个是神罗的兵,所以还要在unit_info里新建个

hre(代表神罗引用)的文件夹,把图放hre里.

小贴图也按照上面一样,名改为#shenluo,然后tga格式放units里新建的hre文件夹里 再注意一个,如何你dictionary起的名是shen(空格)luo那么要加_,如shen_luo 贴图也要对应dictionary

下面是蒙古的强化和贴贴的(贴贴的对照蒙古的行了)

打开Medieval II Total War\data\world\maps\campaign\imperial_campaign文件里的campaign_script文件:

;;; MONGOL INVASION 1 SCRIPT

spawn_****

faction mongols

character Jebe,(将领名) named character, age 30(出现时的年龄), x 292,(横座标) y 166,(纵座标) family ;command 8, dread 9, loyalty 7, piety 1

traits EasternWarlord 3 , GoodCommander 2 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3 ;command 8, dread 9, loyalty 7, piety 1(全是属性)

unit Mongol Bodyguard(第一队将领卫队) exp 6 armour 0 weapon_lvl 0

unit Mongol Infantry exp 6 armour 0 weapon_lvl 0(下面的分别是对应带的人马) unit Mongol Infantry exp 6 armour 0 weapon_lvl 0

unit Mongol Infantry exp 6 armour 0 weapon_lvl 0

unit Mongol Infantry exp 6 armour 0 weapon_lvl 0

unit Dismounted Light Lancers exp 3 armour 0 weapon_lvl 0

unit Dismounted Light Lancers exp 3 armour 0 weapon_lvl 0

unit Dismounted Heavy Lancers exp 3 armour 0 weapon_lvl 0

unit Dismounted Heavy Lancers exp 6 armour 0 weapon_lvl 0

unit Dismounted Heavy Archers exp 3 armour 0 weapon_lvl 0

unit Dismounted Heavy Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Foot Archers exp 6 armour 0 weapon_lvl 0

unit Mongol Foot Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0

unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0

unit Mongol Light Lancers exp 6 armour 0 weapon_lvl 0

unit Mongol Light Lancers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Lancers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Lancers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Archers exp 3 armour 0 weapon_lvl 0

end

spawn_****

faction mongols

character Aradai, named character, age 22, x 290, y 168, family ;command 6, dread 7, loyalty 7, piety 1

traits EasternWarlord 2 , Anger 3 , BattleDread 2 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3 ;command 6, dread 7, loyalty 7, piety 1

unit Mongol Bodyguard exp 6 armour 0 weapon_lvl 0

unit Mongol Infantry exp 6 armour 0 weapon_lvl 0

unit Mongol Infantry exp 3 armour 0 weapon_lvl 0

unit Mongol Infantry exp 3 armour 0 weapon_lvl 0

unit Dismounted Light Lancers exp 3 armour 0 weapon_lvl 0

unit Dismounted Light Lancers exp 3 armour 0 weapon_lvl 0

unit Mongol Foot Archers exp 6 armour 0 weapon_lvl 0

unit Mongol Foot Archers exp 6 armour 0 weapon_lvl 0

unit Mongol Foot Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0

unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0

unit Mongol Light Lancers exp 3 armour 0 weapon_lvl 0

unit Mongol Light Lancers exp 3 armour 0 weapon_lvl 0

unit Mongol Horse Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Horse Archers exp 6 armour 0 weapon_lvl 0

unit Mongol Horse Archers exp 6 armour 0 weapon_lvl 0

end

spawn_****

faction mongols

character Bayan, named character, age 21, x 292, y 162, family ;command 6, dread 7, loyalty 7, piety 1

traits EasternWarlord 2 , Anger 3 , BattleDread 2 , StrategyDread 2 , PublicFaith 1, Loyal 2, ContentGeneral 3 ;command 6, dread 7, loyalty 7, piety 1

unit Mongol Bodyguard exp 6 armour 0 weapon_lvl 0

unit Mongol Infantry exp 6 armour 0 weapon_lvl 0

unit Mongol Infantry exp 6 armour 0 weapon_lvl 0

unit Mongol Infantry exp 0 armour 0 weapon_lvl 0

unit Mongol Foot Archers exp 6 armour 0 weapon_lvl 0

unit Mongol Foot Archers exp 6 armour 0 weapon_lvl 0

unit Mongol Foot Archers exp 0 armour 0 weapon_lvl 0

unit Dismounted Light Lancers exp 3 armour 0 weapon_lvl 0

unit Dismounted Light Lancers exp 3 armour 0 weapon_lvl 0

unit Dismounted Light Lancers exp 3 armour 0 weapon_lvl 0

unit Dismounted Light Lancers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0

unit Mongol Heavy Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Lancers exp 3 armour 0 weapon_lvl 0

unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0

unit Mongol Light Lancers exp 6 armour 0 weapon_lvl 0

unit Mongol Horse Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Horse Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Horse Archers exp 3 armour 0 weapon_lvl 0

unit Mongol Horse Archers exp 3 armour 0 weapon_lvl 0

end(全部同上!)

;;; move them to location of first invasion

if I_CompareCounter mongols_sarkel = 1

reposition_character Jebe, 280, 136(Jebe出现的第1个随机点)

reposition_character Aradai, 277, 133(Aradai出现的第1个随机点)

reposition_character Bayan, 278, 131(Bayan出现的第1个随机点)

end_if

if I_CompareCounter mongols_yerevan = 1

reposition_character Jebe, 291, 109(Jebe出现的第2个随机点)

reposition_character Aradai, 289, 108(Aradai出现的第2个随机点)

reposition_character Bayan, 291, 107(Bayan出现的第2个随机点)

end_if

if I_CompareCounter mongols_baghdad = 1

reposition_character Jebe, 292, 58(Jebe出现的第3个随机点)

reposition_character Aradai, 290, 60(Aradai出现的第3个随机点)

reposition_character Bayan, 293, 63(Bayan出现的第3个随机点)

如果你想修改出的军队数,就把原数据复制一次,贴在第1至3波随便一波的里面,注意要修改座标,否则跳(不用在意将领,他会重复出现同一个将领的)

还有蒙古出现的历史事件是和回合有很大关系的,你如果把年数设成1回合1年的话会跳的

蒙古加强这个也是个很容易出错的东西,我在游侠看了一些修改蒙古时出现问题贴,很多是莫名其妙的跳出,而且是按教程修改的,可是有的人成功有的失败.所以建议别自己修改,打补丁吧

关于如何修改出步行哥特骑士:(以及自己想出的兵)

拿马安作代表:

Medieval II Total War\data里的export_descr_buildings文件:

找到马安的数据:

building equestrian

{

levels stables knights_stables barons_stables earls_stables kings_stables

{

stables castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }

{

capability

{

recruit_pool "Hobilars" 1 0.5 4 0 requires factions { england, }

recruit_pool "Border Horse" 1 0.5 4 0 requires factions { scotland, }

recruit_pool "Mounted Sergeants" 1 0.5 4 0 requires factions { france, hre, milan, venice, papal_states, sicily, }

recruit_pool "Scouts" 1 0.5 4 0 requires factions { denmark, }

recruit_pool "Jinetes" 1 0.5 4 0 requires factions { spain, portugal, }

recruit_pool "Polish Shooters" 1 0.5 4 0 requires factions { poland, }

recruit_pool "Kazaks" 1 0.5 4 0 requires factions { russia, }

recruit_pool "Magyar Cavalry" 1 0.5 4 0 requires factions { hungary, } recruit_pool "Skythikon" 1 0.5 4 0 requires factions { byzantium, }

recruit_pool "Aztec Peasants" 1 1 9 0 requires factions { aztecs, }

recruit_pool "Aztec Spearmen" 1 0.7 6 0 requires factions { aztecs, }

recruit_pool "Aztec Archers" 1 0.7 6 0 requires factions { aztecs, }

recruit_pool "Aztec Spear Throwers" 1 0.7 6 0 requires factions { aztecs, } recruit_pool "Aztec Warriors" 1 0.7 6 0 requires factions { aztecs, }

recruit_pool "Jaguar Warriors" 1 0.4 3 0 requires factions { aztecs, }

recruit_pool "Eagle Warriors" 1 0.4 3 0 requires factions { aztecs, }

recruit_pool "Cuahchiqueh" 1 0.4 3 0 requires factions { aztecs, }

recruit_pool "Coyote Priests" 1 0.4 3 0 requires factions { aztecs, }

recruit_pool "Arrow Warriors" 1 0.4 3 0 requires factions { aztecs, }

recruit_pool "Desert Cavalry" 1 0.5 4 0 requires factions { moors, egypt, }

recruit_pool "Turkish Horse Archers" 1 0.5 4 0 requires factions { turks, timurids, }

recruit_pool "Mongol Horse Archers" 1 0.5 4 0 requires factions { mongols, } recruit_pool "Mailed Knights" 1 0.5 4 0 requires factions { Normans, } }

material wooden

construction 2

cost 1200

settlement_min town

upgrades

{

knights_stables

}

在:

recruit_pool "Turkish Horse Archers" 1 0.5 4 0 requires factions { turks, timurids, }

recruit_pool "Mongol Horse Archers" 1 0.5 4 0 requires factions { mongols, } recruit_pool "Mailed Knights" 1 0.5 4 0 requires factions { Normans, } 下面新加

例:

recruit_pool "Turkish Horse Archers" 1 0.5 4 0 requires factions { turks, timurids, }

recruit_pool "Mongol Horse Archers" 1 0.5 4 0 requires factions { mongols, } recruit_pool "Mailed Knights" 1 0.5 4 0 requires factions { Normans, }

recruit_pool "Dismounted Gothic Knights"(你要出的兵的名) 5(可招数) 0.2 (补充率) 2 9(经验) requires factions { hre, } (该兵对应的国家)

这样就帝国会战里神罗的马安就能出步行哥特了

补充medieval2.preference.cfg文件的解释

[audio]音频

enable = 1启动

master_vol = 100主控音量

music_vol = 66音乐音量

provider = Miles Fast 2D Positional Audio音频驱动

sfx_vol = 100声效音量

speech_enable = 1语音启动开关

speech_vol = 100语音音量

sub_faction_accents = 1

[camera]摄像机

default_in_battle = rts战役默认视角

move = 59移动速度

restrict = 0限制视角

rotate = 61旋转速度

[controls]

campaign_scroll_max_zoom = 30战略画面放大画面速度

campaign_scroll_min_zoom = 30战略画面缩小画面速度

keyset = 0自定义快捷键

[game]游戏

advanced_stats_always = 0总是显示顾问

advisor_verbosity = 0顾问的帮助等级

ai_factions = skip电脑派系(略过)

allusers = 1

auto_save = 0自动保存

blind_advisor = 0禁止顾问

campaign_map_game_speed = 99战略画面时单位移动的速度

campaign_map_speed_up = 0加速战略画面时单位的速度

campaign_num_time_play = 248游戏时间

chat_msg_duration = 10000聊天发言段数

disable_arrow_markers = 1关闭战斗时单位脚下的箭头标记

disable_events = 0关闭战略画面的事件

english = 0

event_cutscenes = 1战略画面发生事件时,出现事件画面

fatigue = 1真实疲劳模式

first_time_play = 0第一次游戏

label_characters = 0人物标签

label_settlements = 1城市标签

micromanage_all_settlements = 1是否手动控制所有城市 morale = 1真实士气模式

mute_advisor = 0无顾问

no_campaign_battle_time_limit = 1无战役时间限制 pref_factions_played = 15

tutorial_battle_played = 1指南战役

tutorial_path = norman_prologue/battle_of_hastings unit_size = large部队单位大小

use_quickchat = 0使用聊天

[multiplayer]多人模式

hotseat_autoresolve_battles = 0

hotseat_disable_console = 1

hotseat_disable_papal_elections = 0

hotseat_save_prefs = 0

hotseat_update_ai_camera = 0

hotseat_validate_diplomacy = 1

[network]

use_ip =

use_port = 27750

[ui]

SA_cards = show半自动显示

buttons = show按钮显示

full_battle_HUD = 0

radar = show雷达显示

show_tooltips = 1情报显示

unit_cards = show兵牌显示

[video]视频

anisotropic_level = 2各向异性级别

anti_alias_mode = off

antialiasing = 0抗锯齿

assassination_movies = 1暗杀动画

autodetect = 0自动探测

battle_resolution = 1024 768战役分辨力

bloom = 1光晕效果

building_detail = low建筑物细节

campaign_resolution = 1024 768战略分辨力

depth_shadows = 0阴影

depth_shadows_resolution = 0阴影清晰度

effect_quality = normal效果品质

event_movies = 1事件影片

gamma = 134灰度系数

grass_distance = 0草地可视距离

infiltration_movies = 1潜入影片

no_background_fmv = 0无背景动态影像

reflection = 0反射

sabotage_movies = 1破坏设施影片

shader = 2就是那个version1/version2两种效果模式 show_banners = 1显示旗帜

show_package_litter = 0

skip_mip_levels = 1

splashes = 1溅射

stencil_shadows = 0模板阴影(如建筑)

subtitles = 1字幕

terrain_quality = custom地形精细度

texture_filtering = 1品质过滤

unit_detail = high部队细节

vegetation = 1植物

vegetation_quality = high植物精细度

vsync = 1垂直同步

widescreen = 0宽频

在widescreen = 0下面新起个windowed = 1,则为窗口化 要永久窗口化添加了windowed = 1后把文件改为只读

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