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AI | AI 焦点平衡了其在游戏的某些方面的竞争意识,例如攻击倾向的高低,优先研究某个领域。一个 AI 对每种焦点都有参考权重,更高的权重使其更注重该焦点。 | ||
== | == 焦点类型 == | ||
=== | === 防御倾向 === | ||
与 PLAN_VALUE_TO_EXECUTE 相乘,防御倾向提高了 AI 执行战斗计划的阈值。它还增加了研究雷达,工业建设与火炮科技的优先级。 | |||
在和平时默认为50,在防御战争时为100,在侵略战争时为0。因为达拉第的特质,法国有+50% 的防御倾向修正。 | |||
=== | === 进攻倾向 === | ||
进攻倾向降低了 AI 执行战斗计划的阈值,使 AI 更容易启用冒险的计划。它还增加了研究合成炼油厂,摩托化与装甲部队的优先级。 | |||
在和平时默认为50(法西斯国家为75),防御战争时为0,在侵略战争中为100。“暗中捅刀的胜利”精神为意大利提供了+50% 的进攻倾向修正。 | |||
=== War production === | === War production === |
2022年6月22日 (三) 12:53的版本
AI 焦点平衡了其在游戏的某些方面的竞争意识,例如攻击倾向的高低,优先研究某个领域。一个 AI 对每种焦点都有参考权重,更高的权重使其更注重该焦点。
焦点类型
防御倾向
与 PLAN_VALUE_TO_EXECUTE 相乘,防御倾向提高了 AI 执行战斗计划的阈值。它还增加了研究雷达,工业建设与火炮科技的优先级。 在和平时默认为50,在防御战争时为100,在侵略战争时为0。因为达拉第的特质,法国有+50%的防御倾向修正。
进攻倾向
进攻倾向降低了 AI 执行战斗计划的阈值,使 AI 更容易启用冒险的计划。它还增加了研究合成炼油厂,摩托化与装甲部队的优先级。 在和平时默认为50(法西斯国家为75),防御战争时为0,在侵略战争中为100。“暗中捅刀的胜利”精神为意大利提供了+50%的进攻倾向修正。
War production
War production focus increases the research priority of industry and electronics techs to a lesser extent. It defaults to 10 during peace (fascist countries 30) and 100 when at war.
Military advancements
Military advancements focus increases the research priority for various advanced military techs like jets, night vision, nuclear etc. It defaults to 25 times the number of research slots (capped at 100) when at war and is reduced by 25% when at peace.
Peaceful
Peaceful focus increases the research priority for industry and electronics. It is 100 when at peace, 0 when at war.
Naval focus increases the research priority of naval doctrines by a large amount, marines and ship technologies to a lesser extent. Countries with dockyards have a default value of number_of_dockyards + (convoys_in_use + imported_resources)/5, capped at 100. This is reduced by 25% when at peace. Countries without dockyards default to -999.
Naval air focus increases the research priority of carrier plane variants and naval bombers. The default value is 20 times the number of carriers, capped at 100. This is reduced by 25% when at peace. Countries without carriers default to -999.
Aviation
Aviation focus increases the research priority of air doctrines by a large amount, paratroopers and plane technologies to a lesser extent. The default value is 10 times the number of airports, capped at 100. This is reduced by 25% when at peace. Countries without airports default to -999.
Military equipment
Military equipment focus increases the research priority of infantry technologies by a large amount, artillery and support equipment to a lesser extent. The default value is 75 when at peace, 100 when at war.
Historical focuses
This focus doesn't have a value attached to it, but the AI will follow the national focuses in the specified order if historical AI focuses is enabled.
Modding
Focus factors
Each of the AI focuses can be changed with a matching country specific modifier called ai_focus_<x>_factor that gets applied after the default calculations above. E.g. ai_focus_naval_air_factor = 0.5 adds a 50% bonus to the naval air focus of the country.
Research weights
The /Hearts of Iron IV/common/ai_focuses files controls how much the AI focuses affect which kinds of research and national focuses.
Each focus name can be postfixed with a country tag to make a specific focus setup for a country, i.e. ai_focus_aviation_GER.
Here is a generic example:
<focus> = { research = { <technology category> = <weight> } }
Historical focuses
To add historical national focuses, you add a ai_historical_focus_list_<tag> that contains the national focuses the AI should prioritize. This system has been somewhat super-seeded by AI strategy plans which allow for historical focus lists but also deviating from them when basic assumptions are broken.
Here is a generic example:
ai_historical_focus_list_<tag> = { ai_national_focuses = { <national focus> } }
文件 | 效果 • 条件 • 定义 • 修正 • 修正列表 • 作用域 • 本地化 • on action • 数据结构 (标记, 临时标记, 国家别名, 变量, 数组) |
脚本 | 成就修改 • AI修改 • AI focuses • 自治领修改 • 权力平衡修改 • 剧本/标签 (游戏规则)• 建筑修改 • 人物修改 • 修饰性TAG修改 • 国家创建 • 军队修改 • 决议制作 • 装备修改 • 事件修改 • Idea修改 • 意识形态修改 • 军工商修改 • 国策制作 • 资源修改 • Scripted GUI • 科技制作 • 单位修改 |
地图 | 地图 • 省份 • 补给区域 • 战略区域 |
图形图像 | 界面 • 图形资产 • 实体模型 • 后期特效 • 离子效果 • 字体 |
装饰性 | 肖像 • 命名列表 • 音乐 • 音效 |
其他 | 控制台指令 • 故障排除 • 模组结构 • 成就代码分析 • Mod相关 • Nudger修改 |