钢铁雄心2事件指令解释
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钢铁雄心2事件指令解释.txt这是一个禁忌相继崩溃的时代,没人拦得着你,只有你自己拦着自己,你的禁忌越多成就就越少。
自卑有多种档次,最高档次的自卑表现为吹嘘自己干什么都是天才。
写在一开始:
字母大小写均可;
所有表示几率的地方直接写数字就行,不需要%;
事件的代码不得重复
不要漏掉任何一个“{”或者“}”;
写指令时[]是不需要的;
几乎所有的-1都表示随机,少数情况下除外;
在事件中如果想作备注的话,在指令后面加个#然后写就可以了,以#开头的语句在游戏中是忽略的;
type= xxx都是要包括在command = {}中使用的
一、事件的基本格式:
以德国的“重新占领莱茵兰”为例
#########################################################################
# Re-occupation of the Rhineland - HUMAN ONLY
#########################################################################
event = {
id = 2000 事件的代码,每个事件都有一个唯一的代码
random = no 事件是否随机,yes是,no否
country = GER 发生该事件的国家,国家代码见config文件夹下的worldname
trigger = {
ai = no
NOT = {
war = { country = GER country = FRA }
alliance = { country = GER country = FRA }
}
garrison = { country = GER province = 75 size = 1 }
} trigger = {}是事件的触发条件,具体解释见下文
name = "EVT_2000_NAME" 事件名称
desc = "EVT_2000_DESC" 事件描述
style = 0 不晓得啥意思,反正几乎所有事件都有这句,所以照搬就好了
picture = "Rhineland" 事件图片,必须是gfx\event_pics下的同名图片
date = { day = 0 month = january year = 1936 } 开始检测事件的日期
offset = 1 检测事件的条件是否满足的周期
deathdate = { day = 30 month = december year = 1963 } 事件关闭的日期,此日期后即使满足条件,事件也不会再发生了
action_a = { 事件选项
name = "OK" 选项名称
command = { type = relation which = FRA value = -15 }
command = { type = relation which = ENG value = -5 }
command = { type = relation which = BEL value = -10 }
command = { type = relation which = HOL value = -5 }
command = { type = belligerence which = GER value = 5 }
command = { type = dissent value = -2 }
command = { type = money value = 500 }
command = { type = peacetime_ic_mod value = 10 }
command = { type = manpowerpool value = 50 }
command = { type = trigger which = 51 } # UK Gears up for war
command = { type = trigger which = 52 } # France Gears up for war
command = { type = sleepevent which = 2060 }
command = { type = domestic which = defense_lobby value = 1 } 这些都是该选项的命令,具体解释见下文
}
}
如果事件有多个选项的话,按上文格式依次以action_b、action_c这样排列下去即可
二、事件的触发条件(即trigger = {}括号内的指令):
and = {} 括号内的所有条件都必须满足
or = {} 括号内的条件满足任一即可
not = {} 括号内的条件都不可满足
event = x 某事件已经发生过
random = x 检测事件的随机性,即每次检测的时候在条件满足的情况下有多少几率发生该事件,没有这句的话事件满足条件必然发生
intel_diff = x >= x, x = 我们的情报等级减去敌人的情报等级
dissent = x 国内不满大于或等于x
leader = x 代码为x的将领存在
government = [communist/fascist/democratic] 该国政体为括号内填入的具体类型ideology =
[nazi/fascist/paternal_autocrat/social_conservative/market_liberal/social_libera l/social_democrat/left_wing_radical/leninist/stalinist] 这个不翻译了,不然会被河蟹夹死的...
atwar = [yes/no/country tag] 某国处于战争状态,atwat = ger就是元首在打仗,atwar = yes或者no就是你在不在打仗
minister = [minister id] 该代码的部长存在
major = [yes/no] 该国是否为主流国家,主流国家是英、法、德、日、美、苏、意
(题外话,算上CHI和CHC就是俗称的“九流”了,然后三大阵营是“三教”,因此小胡子养成计划也可以叫作三教九流大乱战...)
ispuppet = [Country Tag] 某国是傀儡
puppet = { country = [tag 1] country = [tag 2] } 1是2的傀儡headofgovernment = [minister id] 政府首脑为该代码的部长
headofstate = [minister id] 国家元首为该代码的部长
ai = [yes/no/country tag] 某国是否由AI控制
technology = x 该国已研究好x技术
technology = { country = TAG value = x } 某国已研究好x技术
is_tech_active = [tech id] x技术是否可以研究(还未研究)
manpower = x 人力大于或等于x
flag = [name] global flag是否存在
local_flag = [name] local flag是否存在
(至于这两个flag是啥玩意我就不晓得了,貌似CHC大补包的作者知道,他的战备生产以及星星之火事件中有一堆这玩意,改天请教他去)
owned = { province = a data = tag } 该省份是否为该国所有(如果data = -1则指发生该事件的国家)
control = { province = a data = tag } 该省份是否为该国控制(如果data = -1则指发生该事件的国家)
(所有应该是指省份图上只有该国一面国旗,控制就是说你刚抢到也算)
exists = [country tag] 某国存在
alliance = { country =a country = b } a与b有联盟关系
access = { country = [tag1] country = [tag2] } 1准许2在其土地上的军事通行non_aggression = { country = [tag1] country = [tag2] } 1和2签订了互不侵犯条约trade = { country = [tag1] country = [tag2] } 1和2有贸易单子
guarantee = { country = [tag1] country = [tag2] } 1保证2的独立
war = { country =a country = b } 1和2在对掐
year = x 年份大于或等于x年
energy = x 能源数量大于或等于x
oil = x 石油数量大于或等于x
rare_materials = x 稀有金属数量大于或等于x
metal = x 金属数量大于或等于x
supplies = x 补给数量大于或等于x
lost_VP = { country = [tag] value = X } 某国失去x%的胜利点
lost_national = { country = [tag] value = X } 某国失去x%的国土
lost_IC = { country = [tag] value = X } 某国失去x%的IC
domestic = { type = field value = x } 某项国策值为x
(国策有:democratic、political_left、freedom就是开放/保守社会、free_market、professional_army、defense_lobby、interventionism)
division_exists = { type = [id type] id = [id id] } 某部队还存在
division_in_province = { id = { type = [id type] id = [id id] } province = X } 某部队在某省份
axis = X 轴心拥有至少X点胜利点
allies = X 同盟拥有至少X点胜利点
comintern = X 共际拥有至少X点胜利点
vp = X 当前拥有胜利点和额外胜利点大于或等于X(额外胜利点是啥玩意?)
range = { min = x max = x } 当前胜利点在最小值min与最大值max之间belligerence = { country = [tag] value = X } 不填国家代码就是本国,填了就是某国好战大于或等于X
[div type] = X 某种部队数量大于或等于X
[div type] = { country = TAG value = X } 某国拥有数量大于或等于X的某种部队
under_attack = [tag] 某国在被推
attack = [tag] 某国在攻击
difficulty = X 当前游戏难度,0最易、1容易、2一般、3困难、4最难
garrison = { country = [tag] province = [province] type = [air/land/naval] size = [number of divisions] area = [yes/no] } 有部队驻守在该省份。
不填军种type表示什么部队都行。
area = yes指将该地区(就是地区模式地图上显示的那种小地区)所有由该国控制的省份的部队都算在内。
如果省份代码是海的话不能填area = yes
land_percentage = { country = [tag] value = [X] } 该国拥有至少X数量的陆军naval_percentage = { country = [tag] value = [X] } 该国拥有至少X数量的海军
air_percentage = { country = [tag] value = [X] } 该国拥有至少X数量的空军country = [tag] 该国是某国
can_change_policy = { type = [policy] value = [delta] } 国策可以调整
relation = { which = [tag] value = [X] } 与某国的关系大于或等于X
province_revoltrisk = { province = [id] value = [X] } 某省份的游击率大于或等于X
incabinet = [id] 某部长正在任上
army = [X] 至少有X个陆军师
day = [X] 日期为X
nuke = [X] 至少有X颗蛋蛋可以扔
命令:
type = endgame value = [type] 结束游戏。
value后的[]可以是0—8
(0=退出游戏、1=你挂了、2=平局、3=轴心胜利、4=轴心完全胜利、5=同盟胜利、6=同盟完全胜利、7=共际胜利、8=共际完全胜利)
type = extra_tc value = X 增加X点火星TC
type = alliance which = [tag] 与某国联盟,tag填-1为随机国家
type = inherit which = [tag] 吞掉某国,-1随机
type = country which = [tag] 将该国变身为某国
(举个例子,玩家正在控制CHI,触发这个命令,tag是CHC,那么玩家控制的国家就变身为CHC了,将领、部长、科技组都变成CHC的,部队什么的都是完全继承)
type = trigger which = [event id] 立刻触发某事件,被触发事件不用写触发条件和时间了
type = capital which = [prov id] 迁都
type = addcore which = [prov id] 添加某省份为核心领土
type = removecore which = [prov id] 从核心领土要求中去除某省份
type = secedeprovince which = [tag] value = [prov id] 将某省份割给某国
type = control which = [tag] value = [prov id] 从某国那里得到某省份
type = sleepevent which = [event id] 关闭某事件,被关闭事件将不再发生
type = setflag which = [keyname] 设置Global flag
type = clrflag which = [keyname] 移除Global flag
type = local_setflag which = [keyname] 设置Local flag
type = local_clrflag which = [keyname] 移除 Local flag
type = steal_tech which = [country tag/-1 for random non-ally] 从某国偷来一项随机科技的蓝图
type = gain_tech which = [tech id/-1 for random tech/-2 for a random tech currently being researched] 得到某项科技的蓝图,1随机,2为当前正在研究的一项科技
type = vp value = X 胜利点增加X
type = research_sabotaged 拖延研究进度
type = regime_falls 现政(河蟹)权垮(河蟹)台,具体表现不明
type = belligerence which = [country] value = X 某国增加X点好战,没有which = []的话为本国
type = relation which = [country] value = X 与某国关系增加X
type = set_relation which = [country] value = X 将与某国的关系设置为X
type = civil_war 与任何与你共享核心领土的势力爆发内战
(举例:我用已经统一的CHI,触发带有这个指令的事件,结果CHC就从三块地蹦了出来与我开战,而且我的其他一些领土还随机变成了它的,这些领土上的军队也归它了ToT)
type = civil_war which = [rebel country tag] 与指定的某国爆发内战
(西班牙内战就是这条指令,由SPR触发,type = civil_war which = SPA,见db\events\ republican_spain)
type = set_leader_skill which = [leader id/-1] value = [X] 将某将领技能点设为X,将领代码处填-1为随机将领
type = dissent value = [X] 增加X点不满
type = resource which =[resource type] value = X 增加X%的理论最大产量的某种资源到国库
type = supplies value = [X] where = [prov] 增加X补给到某省份,没有where = []这句的话增加到国库
type = oilpool value = [X] where = [prov] 增加X石油到某省份,没有where = []这句的话增加到国库
type = metalpool value = [X] 库存金属增加X
type = energypool value = [X] 库存能源增加X
type = rarematerialspool value = [X] 库存稀有金属增加X
type = oilpool value = [X] 库存石油增加X
type = money value = [X] 库存金钱增加X
type = province_keypoints which = [province id/-1] value = [keypoints to add] 某省份胜利点增加
type = peace which = [country tag] value = [0/1] 与某国和平,0是与其所属全联盟和谈,1是只与该国和谈
type = war which = [country tag] 与某国WAR!
type = manpowerpool value = [X] 人力增加
type = relative_manpower value = [X%] 增加百分之每年人力增长乘以50%人力
type = allow_dig_in 部队可以挖坑了
type = make_puppet which = [country tag] 将某国变为傀儡
type = coup_nation which = [country tag] 颠覆某国
type = access which = [country tag] 得到某国的军事通行权
type = sleepteam which = [tech team id] 关闭某科技组
type = waketeam which = [tech team id] 启用某科技组
type = sleepminister which = [minister id/-1] 某部长挂掉了
type = sleepleader which = [leader id/-1] 某将领挂掉了
type = switch_allegiance which = [unit id type/-1] value = [unit id id] where = [country tag] 改变某国部队的忠诚(???),which = [unit id type/-1]这里-1随机陆军部队、 -2 随机海军部队、-3随机空军单位
type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id] 部队飞灰啦,-1、-2、-3意义同上,这条命令可以在法国接受维希的事件中见到
type = independence which = [country tag] value = [0/1] when = [0/1] 某国独立,value = 这里0是指该国领土上的部队改变忠诚(变成它的?)、1是不改变(有气节!),when = 这里0是指通常、1是强迫他们成为MZ政体(不太明白)
type = ai which = [file name] 开启某AI文件
type = build_division which = [division type] value = [brigade type] 开始造兵,which =是兵种,value =是加强旅
type = construct which = [building type] where = [prov id/-1/-4] value = [additional size] 在某省份造设施,-1是随机省份,-4是已有该设施的随机省份,value =是造几个(building type:ic工厂、infrastructure基础设施、flak防空、land_fort陆地要塞、coastal_fort海岸要塞、air_base空军基地、naval_base海军基地、radar_station雷达站、rocket_test火箭测试场、nuclear_reactor核反应堆)
type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID] 在某省增加某将领率领的某名称的某种部队
type = activate_division which = [div id type] value = [div id id] [where = province] when = [0/1] 在某省份刷出某部队,when = 0的话则该部队在该省份被敌人夺取的情况下进入冰箱,不然就刷在那跟敌人掐上了。
如果此命令之上有add_corps这个命令,则此命令增加的部队直接加入add_corps增加的那个部队
type = add_division which = [name] value = [div type] when = model where = [brigade type]
增加一个带某种加强旅的某名称的某种部队,加强旅是你目前能造的最新款的,同上一条,如果有add_corps命令的话加入add_corps增加的部队,不然进冰箱
这个具体解释一下,以我修正的CHI落日触发事件的部分指令为例:
action_a = {
name = "不要白不要 "
command = { type = add_corps which = "白送你一支部队 " value = land where = 1235 } #nanjing
command = { type = add_division which = "白送你一个指挥部 " value = hq when = 2 }
command = { type = add_division which = "还白送一个步兵师 " value = infantry when = 2 where = anti_air }
command = { type = add_corps which = "taipei军 " value = land where = 1323 } #taipei
command = { type = add_division which = "1大队 " value = garrison when = 2 where = anti_air }
command = { type = add_division which = "2大队 " value = garrison when = 2 where = artillery }
command = { type = add_division which = "3大队 " value = garrison when = 2 where = artillery }
}
效果是在nanjing刷一个2级(41年)指挥部和一个2级(41年)带防空旅的步兵师,并且这两个师隶属于add_corps增加的那个“白送你一支部队”;taipei的同理
type = remove_division which = [div id type/-1] value = [div id id] 从剧本中移除某部队,该指令可以在啤酒馆的整编事件中见到
type = remove_division which = "Exact Name" value = [country tag] 从剧本中移除某国的某部队
type = damage_division which = [div id type/-1] value = [div id id] where = X 某部队损失X%的兵力
type = disorg_division which = [div id type/-1] value = [div id id] where = X 某部队损失X%的组织度
type = end_access which = [country tag] 取消某国在你这的军事通行
type = leave_alliance 退出当前联盟
type = end_non_aggression which = [country1] where = [country2] 撕毁这两国的互不侵犯条约
type = non_aggression which = [country1] where = [country2] 两国签订互不侵犯条约
type = end_trades which = [country1] where = [country2] 取消两国所有贸易单子type = end_guarantee which = [country1] where = [country2] 1不再保证2的独立type = guarantee which = [country1] where = [country2] 1保证2的独立
type = allow_convoy_escorts 允许建造运输舰和护卫舰(生产界面里运送资源那种)type = transport_pool which = [country] value = X 某国增加运输舰,X为负的话是减少
type = escort_pool which = [country] value = X 某国增加护卫舰,X为负的话是减少type = peacetime_ic_mod value = X(%) 增加X%的和平时期IC修正,具体可见英法美的备战事件,把开局的和平时期惩罚补回来了
type = end_puppet 结束该国的傀儡状态(老子不归你管啦)
type = end_mastery which = [country tag] 失去对某国的宗主权(天要下雨,娘要嫁人,随他去了)
type = convoy which = [startprov] value = [endprov] when = [resource_bits] 增加从某地到某地的资源运输,when = 那里1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies
type = domestic which = [] value = X 某项国策值改变X点,X为负的话是减少,国策的增加是向左,减少向右,切记切记
(democratic/political_left/free_market/freedom/professional_army/defense_lobby/ interventionism)
type = set_domestic which = [] value = X 将某项国策设定为X,X可以从1到10,1是最右边,10是最左边
type = deactivate which = [tech id] 某技术对该国永久不可用
type = tc_mod value = X(%) 增加该国TC修正率X%,X为负的话是减少
type = tc_occupied_mod value = X(%) 改变占领区TC修正率
type = attrition_mod value = X(%) 改变TC消耗率
type = supply_dist_mod value = X(%) 改变远程补给率
(步兵科技里的TC研究管这些)
type = repair_mod value = X(%) 改变维修效率,TC研究边上那四个管这个
type = research_mod value = X(%) 改变研究效率,计算机研究管这个
type = scrap_model which = [div type] value = [model] 某种部队/加强旅过期,就是说被淘汰了,有更新款了,兵种研究管这个
type = allow_building which = [building type] 允许建造某种设施,建筑工程研究管这个
type = building_prod_mod which = [building type] value = X% 生产加成,注意了,这里的X为正数才是减少X%的生产时间
type = convoy_prod_mod which = [escorts/transports] value = X% 运输舰和护卫舰的生产加成,同上
type = radar_eff value = X(%) 雷达效率
type = info_may_cause which = [tech id] 开启某项科技的前提
type = gas_attack 允许毒气攻击!?
type = gas_protection 允许毒气防御!?
type = activate which = [tech id] 某项科技可以研究了,秘密武器都是通过这个开启的
type = task_efficiency which = [task type] value = X 任务效率,范围从0.1到10 type = add_prov_resource which = [prov id/-1/-4] value = X where = [] 增加某省份的某资源产量,-1随机省份,-4已有该资源产出的随机省份
(where = energy/metal/oil/rare_materials)
type = max_positioning which = [div type] value = X 最大位置?范围从0.1到10 type = min_positioning which = [div type] value = X 最小位置?范围从0.1到10 type = max_reactor_size value = X 反应堆最大数量
type = abomb_production 允许生产大杀器
type = double_nuke_prod 双倍大杀器生产率
type = songs Music, come on!
type = lock_division which = [id type] value = [id id] 锁定某单位
type = unlock_division which = [id type] value = [id id] 解锁某单位
type = [] 火星IC及资源产出,用于领土上无IC无资源的国家,比如被赶到非洲去的法国,还有那些解放出来的非洲国家,克罗地亚也有
(free_ic/free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_mate rial/free_transport/free_convoy/free_manpower)
type = change_policy which = [] value = X 改变国策
(democratic/political_left/free_market/freedom/professional_army/defense_lobby/ interventionism)
type = ai_prepare_war which = [tag] AI准备掐某国了
type = start_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard] 某省天变
type = add_to_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard] 增加某地不会出现的天气,比如在赤道下雪
type = end_pattern which = [id type] value = [id id] 某种天气效果要结束了
type = set_ground which = [prov id] value = [clear/muddy/winter] 改变某省地面状况
(以上的在MIH太常见了,尤其是元首提前打法国的时候,以及打毛子的时候,哎)
type = counterattack value = x(%) 增加X%反击几率
type = assault value = x(%) 增加X%强攻几率
type = encirclement value = x(%) 增加X%包围几率
type = ambush value = x(%) 增加X%伏击几率
type = delay value = x(%) 增加X%阻滞几率
type = tactical_withdrawal value = x(%) 增加X%战术撤退几率
type = breakthrough value = x(%) 增加X%突破几率
type = hq_supply_eff value = X(%) 指挥部补给效率加成
type = sce_frequency value = X(%) 战术发动几率
type = enable_task which = [task type] 允许执行某种任务,这个在空军和海军学说里最常见了,允许空中封锁允许猎杀运输舰之类的
command = { type = [new_model] which = [division or brigade type] value = [The model number] } 产品升级换代了
command = { type = activate_unit_type which = [division or brigade type] } 允许某种部队类型的建造
command = { type = deactivate_unit_type which = [division or brigade type] } 不能再造某种类型
command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] } 飞弹和火箭可以带大杀器了
command = { type = missile_carrier which = [submarine] } 核潜艇可以带大杀器了,在游戏里怎么没见过
command = { type = [unit value] which = [land/division type/brigade type] value = [additive value modifier] } 陆军单位属性改变
[unit value]有:
soft_attack/hard_attack/ground_defense/air_attack/air_defense:攻防能力
build_cost/build_time/manpower:建造成本和时间
speed速度/max_organization组织度/transport_weight战略转移时耗费的TC
supply_consumption/fuel_consumption:物资和燃油消耗
speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa:搭载加强旅后的速度
command = { type = [] which = [air/division type/brigade type] value = [additive value modifier] }
空军单位属性改变
air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/
build_cost/build_time/manpower/speed/
surface_detection/air detection/transport_capacity/
supply_consumption/fuel_consumption/range
command = { type = [] which = [naval/division type/brigade type] value = [additive value modifier] } 海军单位属性改变
naval_attack/air_attack/shore_attack/naval_defense/air_defense/
build_cost/build_time/manpower/
speed/surface_detection/air detection/visibility/transport_capacity/
supply_consumption/fuel_consumption/range
对于build_time和build_cost项,可以在后面加上where = relative
这表示value值是一个相对比例而不是一个绝对数值
也就是说,这种情况下,有一个默认的基础value值(为0),而你写的value是在这个基础上的比例变动,比如说value = 10就是增加10%,-10就是减少10%
command = { type = [] which = [division type/brigade type] value = [X%] }
desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_d efense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urba n_defense/river_attack/shore_attack/paradrop_attack
陆军单位在各种地形的作战属性修正
command = { type = [] which = [division type/brigade type] value = [X%] }
desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_cros sing
陆军单位在各种地形的移动修正
command = { type = [] which = [division type/brigade type] value = [X%] }
frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_d efense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_de fense
陆军单位在各种天气下的作战效率修正
command = { type = [] which = [division type/brigade type] value = [X%] }
frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move
陆军单位在各种天气下的移动修正
command = { type = [] which = [] value = [X] }
snow_attack/rain_attack
interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane
空军单位的雪天和雨天攻击修正
command = { type = [] which = [] value = [X] }
snow_move/blizzard_move/rain_move/storm_move
interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/tra nsport_plane
空军单位在各种天气下的移动修正
command = { type = [] which = [] value = [X] }
snow_attack/rain_attack
battleship/cruiser/destroyer/carrier/submarine/transports
海军单位在雪天和雨天的攻击修正
command = { type = [] which = [] value = [X] }
snow_move/blizzard_move/rain_move/storm_move
battleship/cruiser/destroyer/carrier/submarine/transports
海军单位在各种天气下的移动修正
command = { type = night_move/night_attack/night_defense which = [division type/brigade type] value = [X] }
陆军单位的夜间修正
Minisubs(战列舰和航母攻击港口时有这个攻击加成)
command = { type = minisub_bonus value = [X] }
这个X不是增加数值,而是直接设定数值
command = { type = surprise which = [naval/land/air] value = [X%] }
奇袭概率,珍珠港事件有
command = { type = intelligence which = [us/them] value = [X%] }
情报工作概率,译码解码科技管这个
command = { type = army_detection which = [us/them] value = [X%] }
部队侦查概率
command = { type = AA_batteries value = [X%] }
防空火力
command = { type = industrial_multiplier which = [energy_to_oil/oil_to_rare_materials] value = [X] }
煤转油或油转稀有
举例:energy_to_oil 4就是4能源转1石油,0.5是指1能源转2石油
command = { type = industrial_modifer which = [total/supplies] value = [X%] }
工业效率修正
total是指全修正,也就是在IC那里可以看到的科技修正
supplies是指补给生产修正
附上几类types,我就不翻译了:
Building Types:
[ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]
Task Types:
[attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]
Resource Types:
[oil, metal, energy, rare_materials, supplies, money]。