帝国时代3三合一兵种建筑属性修改

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接下来我将给各位网友介绍帝国时代3三合一版本的兵种和建筑属性修改方法。

首先用记事本打开protoy.xml。

还有techtreey.xml。

每个单位称之为unit
AbstractInfantry 所有种类步兵
AbstractHeavyInfantry 重步兵(徒手)
AbstractLight Infantry 轻步兵(远程)
AbstractCavalry 所有种类骑兵
AbstractLightCavalry 轻骑兵(远程)
AbstractHeavyCavalry 重骑兵(徒手)
以最普通的欧洲长矛兵为例子
</Unit>
<Unit id ='285' name ='Pikeman'>
<DBID>2</DBID>
<DisplayNameID>22807</DisplayNameID>
<EditorNameID>25026</EditorNameID>
<PopulationCount>1</PopulationCount>
一个单位占有的人口,0的话就可无限造
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Body</FormationCategory>
<MaxVelocity>5.0000</MaxVelocity>移动速度,越高钺快
<MaxRunVelocity>7.0000</MaxRunVelocity>
会师时跑步跟队的速度,必须大于移动速度,否则会死机
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\infantry\pikeman\pikeman.xml</AnimFile>兵种,不能改
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>units\infantry\pikeman\pikeman_icon</Icon>
<PortraitIcon>units\infantry\pikeman\pikeman_portrait</PortraitIcon>
<SelectionPriority>20</SelectionPriority>
<RolloverTextID>22813</RolloverTextID>
<ShortRolloverTextID>25696</ShortRolloverTextID>
<InitialHitpoints>120.0000</InitialHitpoints>出生时生命值
<MaxHitpoints>120.0000</MaxHitpoints>能拥有的最大生命值
<LOS>12.0000</LOS>视野
<UnitAIType>HandCombative</UnitAIType>
<TrainPoints>27.0000</TrainPoints>训练时间,数值越高越久
<Bounty>8.0000</Bounty>
<BuildBounty>8.0000</BuildBounty>
<Cost resourcetype ='Food'>40.0000</Cost>建造所需种类和资源
<Cost resourcetype ='Wood'>40.0000</Cost>建造所需种类和资源
<AllowedAge>1</AllowedAge>
兵种建造的时代限制,0、1、2、3,越低越早
<Armor type ='Hand' value ='0.1000'></Armor>
装甲及其种类。

只有两种,Range和Hand,分别代表远程和徒手防御力,0.1表示减轻10%的伤害,当数值为1.0000时,受到的其中一种伤害为0。

注意精确到小数点后四位。

<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeValidSharpshoot</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>AbstractHandInfantry</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>AbstractPikeman</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>AbstractHeavyInfantry</UnitType>
<UnitType>AbstractInfantry</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Military</UnitType>
<UnitType>Unit</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='2'>Delete</Command>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Tactics>pikeman.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>32.000000</Damage>
对建筑物扔火把的伤害
<DamageType>Siege</DamageType>
<ROF>3.000000</ROF>
发动一次攻击的时间,越低,攻击速度越快
</ProtoAction>
<ProtoAction>
<Name>CoverBuildingAttack</Name>
<Damage>16.000000</Damage>
<DamageType>Siege</DamageType>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>CoverHandAttack</Name>
<Damage>4.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>DefendHandAttack</Name>
<Damage>8.000000</Damage>
徒手攻击力数值,必须配合所有徒手攻击数值,否则会死机
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
徒手攻击速度(公式上面前面已给出)
<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
伤害加成:对所有骑兵有五倍伤害,自己理解
<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
伤害加成:对所有轻步兵(远程)3.5倍伤害
</ProtoAction>
<ProtoAction>
<Name>MeleeHandAttack</Name>
<Damage>8.000000</Damage>
徒手攻击力数值,必须配合所有徒手攻击数值,否则会死机
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
徒手攻击速度(公式上面前面已给出)
<DamageBonus type ='AbstractCavalry'>5.000000</DamageBonus>
<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
</ProtoAction>
中国弩兵诸葛弩
</Unit>
<Unit id ='909' name ='ypChuKoNu'>
<DBID>1333</DBID>
<DisplayNameID>60152</DisplayNameID>
<EditorNameID>60153</EditorNameID>
<PopulationCount>1</PopulationCount>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>4.5000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>units\asians\chinese\chu_ko_nu\chu_ko_nu_icon_64</Icon> <PortraitIcon>units\asians\chinese\chu_ko_nu\chu_ko_nu_icon_portrait</Portr aitIcon>
<RolloverTextID>60151</RolloverTextID>
<ShortRolloverTextID>60150</ShortRolloverTextID>
<InitialHitpoints>90.0000</InitialHitpoints>
<MaxHitpoints>90.0000</MaxHitpoints>
<LOS>20.0000</LOS>
<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
<AutoAttackRange>16.0000</AutoAttackRange>
<UnitAIType>RangedCombative</UnitAIType>
<TrainPoints>24.0000</TrainPoints>
<Bounty>9.0000</Bounty>
<BuildBounty>9.0000</BuildBounty>
<Cost resourcetype ='Food'>85.0000</Cost>
<AllowedAge>1</AllowedAge>
<Armor type ='Ranged' value ='0.2000'></Armor>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeValidSharpshoot</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType> <UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractRangedInfantry</UnitType>
<UnitType>Ranged</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Military</UnitType>
<UnitType>Unit</UnitType>
<UnitType>AbstractArcher</UnitType>
<UnitType>AbstractInfantry</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Delete</Command>
<Tactics>chukonu.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>3.000000</Damage>
<DamageType>Siege</DamageType>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>DefendHandAttack</Name>
<Damage>6.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus>
<DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus>
<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
<DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus>
<DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus> </ProtoAction>
<ProtoAction>
<Name>DefendRangedAttack</Name>
<Damage>5.000000</Damage>
远程攻击伤害,必须配合所有攻击数值,否则容易死机
<DamageType>Ranged</DamageType>
<MinRange>2.000000</MinRange>最小攻击射程
<MaxRange>16.000000</MaxRange>最大攻击射程
<ROF>3.000000</ROF>
<DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus>
<DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus>
<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
<DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus>
<DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus> </ProtoAction>
<ProtoAction>
<Name>MeleeHandAttack</Name>
<Damage>6.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus>
<DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus>
<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
<DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus>
<DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> </ProtoAction>
<ProtoAction>
<Name>StaggerHandAttack</Name>
<Damage>6.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus>
<DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus>
<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
<DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus>
<DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> </ProtoAction>
<ProtoAction>
<Name>StaggerRangedAttack</Name>
<Damage>5.000000</Damage>
远程攻击力,必须配合所有攻击数值,否则容易死机
<DamageType>Ranged</DamageType>
<MinRange>2.000000</MinRange>
<MaxRange>16.000000</MaxRange>
<ROF>3.000000</ROF>
<DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus>
<DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus>
<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
<DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus>
<DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> </ProtoAction>
<ProtoAction>
<Name>VolleyHandAttack</Name>
<Damage>6.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus>
<DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus>
<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
<DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus>
<DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus> </ProtoAction>
<ProtoAction>
<Name>VolleyRangedAttack</Name>
<Damage>5.000000</Damage>
远程攻击力,必须配合所有攻击数值,否则容易死机
<DamageType>Ranged</DamageType>
<MinRange>2.000000</MinRange>
<MaxRange>16.000000</MaxRange>
<ROF>3.000000</ROF>
<DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus>
伤害加成,上面已解释
<DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus>
<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
<DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus>
<DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> </ProtoAction>
有些兵种和一些建筑物一样,建造时是有数量限制的,就比如说村民是99 <Unit id ='284' name ='Settler'>
<DBID>1</DBID>
<DisplayNameID>22806</DisplayNameID>
<EditorNameID>34132</EditorNameID>
<PopulationCount>1</PopulationCount>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Protected</FormationCategory>
<MaxVelocity>4.0000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\villagers\villager.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>units\villagers\villager_icon</Icon>
<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
<SelectionPriority>10</SelectionPriority>
<RolloverTextID>22814</RolloverTextID>
<ShortRolloverTextID>25708</ShortRolloverTextID>
<InitialHitpoints>150.0000</InitialHitpoints>
<MaxHitpoints>150.0000</MaxHitpoints>
<LOS>14.0000</LOS>
<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
<UnitAIType>Civilian</UnitAIType>
<TrainPoints>25.0000</TrainPoints>
<BuildLimit>99</BuildLimit> 就是这个
炮兵的修改与上述相类似,请自行琢磨。

大家一定会文,我怎么知道并查找到兵
种呢?使用搜索功能搜索对应的英文名。

Settler 欧洲村民
Saloon 酒馆
Church 教堂
Crossbowman 欧洲弩手
Longbowman 英国长弓手
Musketeer 普通火枪兵
Pikeman 低级矛兵
Dopplesoldner 德国都卜勒双手剑兵
Janissary 土耳其火枪兵(鄂图曼、奥斯曼)Cacadore 葡萄牙长枪兵
Skirmisher 普通长枪兵
Halberdier 重装戟兵
Barracks 欧洲兵营
ypWarAcademy 中国兵营
Stable 欧洲马厩
Bank 荷兰银行
ArtilleryDepot 炮兵营
AbusGun 土耳其特种炮兵
Grenadier 掷弹兵
OrganGun 葡萄牙管炮
Culverin 鹰炮
Mortar 攻城迫击炮
Rocket 英国火箭炮
GreatBombard 土耳其重型火炮
Cannon 欧洲重型加农炮
CavalryArcher 弓骑兵
Spahi 土耳其重装骑兵
WarWagon 德国马战车
Dragoon 火枪骑兵
Lancer 西班牙长枪兵
Cossack 俄国哥萨克骑兵
Hussar 欧洲轻骑兵
ypRajput 印度拉其普人
ypSepoy 印度火枪兵
factory 工厂
fortfrontier 欧洲堡垒
ypStableJapanese 日本马厩ypBarracksJapanese 日本兵营
ypCaravanserai 印度马厩
ypMahout 印度长矛象夫
ypHowdah 印度象轿兵
explorer 欧洲探险家
MercBlackRider 佣兵黑骑兵
MercElmeti 佣兵意大利装甲骑兵
MercSwissPikeman 佣兵瑞士长矛兵
MercHighlander 佣兵苏格兰高地兵
MercMameluke 佣兵阿拉伯奴隶兵
MercManchu 佣兵满洲弓骑兵
MercNinja 佣兵忍者
ypMercIronTroop 佣兵明朝铁军
MercFusilier 佣兵燧发枪手
MercGreatCannon 佣兵加农炮
MercHackapell 佣兵德国刀骑兵
……
建筑物修改,以银行为例
</Unit>
<Unit id ='338' name ='Bank'>
<DBID>103</DBID>
<DisplayNameID>23708</DisplayNameID>
<ObstructionRadiusX>3.0000</ObstructionRadiusX>
<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>buildings\bank\bank.xml</AnimFile>
<DeadReplacement>BuildingRubble4x4</DeadReplacement>
<DeadReplacementLifespan>15</DeadReplacementLifespan>
<ImpactType>Wood</ImpactType>
<PhysicsInfo>house</PhysicsInfo>
<PlacementFile>buildinglarge.xml</PlacementFile>
<Icon>buildings\bank\bank_icon</Icon>
<PortraitIcon>buildings\bank\bank_portrait</PortraitIcon>
<RolloverTextID>23709</RolloverTextID>
<ShortRolloverTextID>25609</ShortRolloverTextID>
<InitialHitpoints>4000.0000</InitialHitpoints>
<MaxHitpoints>4000.0000</MaxHitpoints>
<LOS>12.0000</LOS>
<BuildPoints>30.0000</BuildPoints>
<BuildLimit>4</BuildLimit>建造数量限制,可以调整
<Bounty>140.0000</Bounty>
<BuildBounty>70.0000</BuildBounty>
<Cost resourcetype ='Food'>350.0000</Cost>
<Cost resourcetype ='Wood'>350.0000</Cost>
<InitialResource resourcetype ='Gold'>10.0000</InitialResource>
<AllowedAge>0</AllowedAge>
<Armor type ='Siege' value ='0.0000'></Armor>
<BuilderLimit>8</BuilderLimit>同时只能八个人建造
<UnitType>LogicalTypeValidSabotage</UnitType>
<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeShipsAndBuildings</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
<UnitType>Economic</UnitType>
<UnitType>BuildingClass</UnitType>
<UnitType>ColonyBuilding</UnitType>
<UnitType>Building</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>CountsTowardEconomicScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<Flag>UnlimitedSupply</Flag>
<Flag>CollidesWithProjectiles</Flag>
<Flag>StartsAtFullEfficiency</Flag>
<Flag>Immoveable</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>ObscuresUnits</Flag>
<Flag>NoIdleActions</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>Doppled</Flag>
<Flag>SelectWithObstruction</Flag>
<Flag>PaintTextureWhenPlacing</Flag>
<Flag>FlattenGround</Flag>
<Flag>InitialGarrisonOnly</Flag>
<Flag>ColonyBuilding</Flag>
<Flag>ColonyPlacementL</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='0'>Delete</Command>
<Tactics>autogatherer.tactics</Tactics>
<ProtoAction>
<Name>Autogather</Name>
<Rate type ='Gold'>2.750000</Rate>产生金币速度,可修改</ProtoAction>
欧洲堡垒
</Unit>
<Unit id ='391' name ='FortFrontier'>
<DBID>212</DBID>
<DisplayNameID>25270</DisplayNameID>
<ObstructionRadiusX>6.0000</ObstructionRadiusX>
<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>buildings\fort\fort.xml</AnimFile>
<DeadReplacement>BuildingRubble6x6</DeadReplacement>
<ImpactType>Stone</ImpactType>
<PhysicsInfo>house</PhysicsInfo>
<PlacementFile>buildinglarge.xml</PlacementFile>
<Icon>buildings\fort\fort_icon</Icon>
<MinimapIcon>ui\minimap\fort_star_16x16</MinimapIcon>
<PortraitIcon>buildings\fort\fort_portrait</PortraitIcon>
<RolloverTextID>25269</RolloverTextID>
<ShortRolloverTextID>25639</ShortRolloverTextID>
<InitialHitpoints>8500.0000</InitialHitpoints>
<MaxHitpoints>8500.0000</MaxHitpoints>
<LOS>26.0000</LOS>
<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
<UnitAIType>RangedCombative</UnitAIType>
<BuildPoints>150.0000</BuildPoints>建造时间
<BuildLimit>1</BuildLimit>建造限制
<Bounty>440.0000</Bounty>
<BuildBounty>0.0000</BuildBounty>
<Cost resourcetype ='Wood'>600.0000</Cost>消耗资源
<Cost resourcetype ='Gold'>500.0000</Cost>
<BuildingWorkRate>1.0000</BuildingWorkRate>
<MaxContained>50</MaxContained>
<AllowedAge>2</AllowedAge>限制时代
<Armor type ='Siege' value ='0.0000'></Armor>护甲为零,调一就无敌<BuilderLimit>8</BuilderLimit>建造者数量限制(没意义,村民建不了)<UnitType>LogicalTypeValidSabotage</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeShipsAndBuildings</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>Building</UnitType>
<UnitType>MilitaryBuilding</UnitType>
<UnitType>BuildingClass</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractCanSeeStealth</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>AbstractFort</UnitType>
一下可训练的兵种,每个国家受到科技的限制,也就是techtree,只会显示一部分兵,techtree是可以修改的。

<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
<Train row ='0' page ='0' column ='3'>Cacadore</Train>
<Train row ='0' page ='0' column ='3'>Cacadore</Train>
<Train row ='0' page ='0' column ='5'>Hussar</Train>
<Train row ='0' page ='0' column ='6'>Ruyter</Train>
<Train row ='0' page ='0' column ='6'>Lancer</Train>
<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
<Train row ='0' page ='0' column ='7'>WarWagon</Train>
<Train row ='0' page ='0' column ='3'>Strelet</Train>
<Train row ='0' page ='0' column ='3'>Strelet</Train>
<Train row ='0' page ='0' column ='2'>Janissary</Train>
<Train row ='0' page ='0' column ='2'>Janissary</Train>
<Train row ='0' page ='0' column ='2'>Janissary</Train>
<Train row ='0' page ='0' column ='2'>Janissary</Train>
<Train row ='0' page ='0' column ='2'>Musketeer</Train>
<Train row ='0' page ='0' column ='2'>Musketeer</Train>
<Train row ='0' page ='0' column ='2'>Musketeer</Train>
<Train row ='0' page ='0' column ='2'>Musketeer</Train>
<Train row ='0' page ='0' column ='1'>Pikeman</Train>
<Train row ='0' page ='0' column ='1'>Pikeman</Train>
<Train row ='0' page ='0' column ='1'>Pikeman</Train>
<Train row ='0' page ='0' column ='1'>Pikeman</Train>
<Train row ='0' page ='0' column ='5'>Cossack</Train>
<Train row ='0' page ='0' column ='5'>Cossack</Train>
<Train row ='0' page ='0' column ='5'>Uhlan</Train>
<Train row ='0' page ='0' column ='5'>Uhlan</Train>
<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
<Train row ='0' page ='0' column ='7'>Dragoon</Train>
<Train row ='0' page ='0' column ='7'>Dragoon</Train>
<Train row ='0' page ='0' column ='8'>Grenadier</Train>
<Train row ='0' page ='0' column ='8'>Grenadier</Train>
<Train row ='0' page ='0' column ='8'>Grenadier</Train>
<Train row ='0' page ='0' column ='8'>Grenadier</Train>
<Train row ='0' page ='0' column ='9'>AbusGun</Train>
<Train row ='0' page ='0' column ='9'>AbusGun</Train>
<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
<Train row ='0' page ='0' column ='0'>Longbowman</Train>
<Train row ='0' page ='0' column ='0'>Longbowman</Train>
<Train row ='0' page ='0' column ='0'>Longbowman</Train>
<Train row ='0' page ='0' column ='0'>Longbowman</Train>
<Train row ='0' page ='0' column ='4'>Halberdier</Train>
<Train row ='0' page ='0' column ='4'>Halberdier</Train>
<Train row ='0' page ='0' column ='4'>Halberdier</Train>
<Train row ='0' page ='0' column ='4'>Halberdier</Train>
<Train row ='0' page ='0' column ='4'>Rodelero</Train>
<Train row ='0' page ='0' column ='4'>Rodelero</Train>
<Train row ='0' page ='0' column ='4'>Rodelero</Train>
<Train row ='0' page ='0' column ='4'>Rodelero</Train>
<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
<Train row ='0' page ='0' column ='0'>ypOldHanArmy</Train>
<Train row ='0' page ='0' column ='1'>ypStandardArmy</Train> <Train row ='0' page ='0' column ='2'>ypMingArmy</Train>
<Train row ='0' page ='0' column ='3'>ypTerritorialArmy</Train> <Train row ='0' page ='0' column ='4'>ypForbiddenArmy</Train> <Train row ='0' page ='0' column ='5'>ypImperialArmy</Train> <Train row ='0' page ='0' column ='0'>ypRajput</Train>
<Train row ='0' page ='0' column ='1'>ypSepoy</Train>
<Train row ='0' page ='0' column ='2'>ypNatMercGurkha</Train> <Train row ='0' page ='0' column ='3'>ypSowar</Train>
<Train row ='0' page ='0' column ='4'>ypZamburak</Train>
<Train row ='0' page ='0' column ='5'>ypMahout</Train>
<Train row ='0' page ='0' column ='6'>ypHowdah</Train>
<Tech row ='0' page ='1' column ='0'>Revetment</Tech>
<Tech row ='0' page ='1' column ='1'>StarFort</Tech>
<Flag>CollidesWithProjectiles</Flag>
<Flag>StartsAtFullEfficiency</Flag>
<Flag>Immoveable</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>ObscuresUnits</Flag>。

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