Equipment modding:修订间差异

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2022年12月5日 (一) 15:34的版本

Equipment

Equipment is found in /Hearts of Iron IV/common/units/equipment/*.txt. Equipment is split into two types, archetype and regular. Archetype equipment is used to assign more general attributes that regular equipment then inherits via the archetype attribute.

Archetype equipment follows the following format:

equipments = {
    <equipment> = {
        year = <int>        # Limits the equipment from appearing before the specified year. Optional
        picture = <name>    # GFX reference used to define equipment picture in land-lease
        
        is_archetype = yes  # Specifies an entry as an archetype entry. All non-archetype entries inherit 
        is_buildable = no   # Prevents this equipment from being built.
        active = yes        # Determines if this equipment is available without unlocking from a technology.
        
        type = <type>       # Internal type: what kind of unit can use this equipment

        group_by = <group>              # How the equipment is grouped in the production screen
        interface_category = <type>     # Which category the equipment appears in the production screen
        
        # Resources used to build this equipment
        resources = {
            <resource> = <amount>
        }
        
        # Modifiers the equipment uses
        <modifiers> 
    }
}

Regular equipment follows the following format:

equipments = {
    <equipment> = {
        year = <int>        # Limits the equipment from appearing before the specified year. Optional
        
        active = yes            # Determines if this equipment is available without unlocking from a technology.
        
        archetype = <equipment> # Which archetype equipment this equipment inherits from.
        parent = <equipment>    # Which equipment is parent to this equipment (i.e. which does it supercede)
        priority = <int>        # Priority for usage over other equipment.
        visual_level = <int>    # Image priority in production screen
        
        # Resources used to build this equipment
        resources = {
            <resource> = <amount>
        }
        
        # Modifiers the equipment uses
        <modifiers> 
    }
}

Internal Types

  • infantry
  • support
  • artillery
  • anti_tank
  • anti_air
  • motorized
  • mechanized
  • armor
  • fighter
  • cas
  • naval_bomber
  • interceptor
  • suicide
  • tactical_bomber
  • strategic_bomber
  • air_transport
  • missile
  • submarine
  • screen_ship
  • capital_ship
  • carrier

Group By types

  • archetype
  • type

Interface Categories

  • interface_category_land
  • interface_category_armor
  • interface_category_capital_ships
  • interface_category_screen_ships
  • interface_category_other_ships
  • interface_category_air

Stats

Equipment uses modifiers to determine which stats it confers to its assigned unit.

Typically an equipment will include the following:

build_cost_ic = <float>
lend_lease_cost = <float>
reliability = <float>
maximum_speed = <float>
defense = <float>
breakthrough = <float>
hardness = <float>
armor_value = <float>
soft_attack = <float>
hard_attack = <float>
ap_attack = <float>
air_attack = <float>

Note that the default maximum_speed is 4, so you don't need to include it when you want equipment to confer the default maximum_speed.

Modifiers

The following list is all the valid modifiers for use in equipment (and units):

Base

max_organisation = 20           # Organization - Organization indicates combat readiness and how organized a unit is. A unit with no organisation can't fight or move effectively.
reliability = 0.9               # Reliability - The lower the reliability, the more likely the equipment will suffer random failure
weight = 0.1                    # Weight - How much the unit will weigh. Heavier units will require more transports to ship and perform invasions effectively.
maximum_speed = 4               # Max Speed - How quickly this unit can traverse terrain under optimal circumtances, in kilometres per hour
supply_consumption = 0.02       # Supply use - How much supply a unit consumes per day
default_morale = 0.3            # Recovery Rate - How much extra organisation can be regained hourly when not in combat
combat_width = 0.5

Costs

lend_lease_cost = 1             # Space taken up in convoy
build_cost_ic = 0.4             # Production Cost - How much factory output this piece of equipment needs
manpower = 300                  # Manpower - Cost in manpower to produce
training_time = 120             # Training time - Time in days to train this unit

Offensive

# Offensive
attack = 0.1                    # Firepower - Amount of damage done per attack
soft_attack = -0.1              # Soft Attack - How many attacks the unit can make versus enemies with low hardness
hard_attack = -0.5              # Hard Attack - How many attacks the unit can make versus enemies with high hardness
air_attack = 1                  # Air Attack - How much damage we can do against airplanes. High Air Attack also helps to counter enemy Air Superiority effects
ap_attack = 1                   # Piercing - Having equal or greater Piercing to the targets Armor value allows you to do more damage.
breakthrough = 0.5              # Breakthrough - How many enemy attacks a unit can attempt to avoid while on the offensive, effectively allowing it to stay on the offense longer.

Defensive

# Defensive
defense = 0.1                   # Defense - How many enemy attacks a unit can avoid whilst on the defensive, effectively allowing it to stay on the defensive longer.
max_strength = 2                # HP - Strength represents how much damage this unit can suffer before it is destroyed
armor_value = 0                 # Armor - Armor that is higher than the opponents Piercing value reduces damage taken and allows more attacks to occur
hardness = 0.5                  # Hardness - Represents how much of your divsion is made up of armoured vehicles. High Hardness = High Hard Attacks, Low Soft Attack
entrenchment = 5                # Entrenchment - The ability to make proper defensive entrenchments before a hostile attack

Unique

movement = 0.1                  # Movement - Changes the unit's speed
experience_loss_factor = 0.1    # Exp. Loss - How much experience is lost in a division when they take casualities and have to replace them
casualty_trickleback = 0.2      # Trickleback - The proportion of losses in combat that can be saved and returned to the manpower pool
suppression_factor = 0.1        # Suppression bonus - Ability to supress local resistance
equipment_capture_factor = 0.1        # Ratio of equipment to be captured from an enemy division after battle win
reliability_factor = 0.05       # Reliability - Applies to an equipment type's reliability and reduces the chance of breakdowns and accidents
recon = 1                       # Reconnaissance - Increases the chance that this unit can pick better tactics in battle
initiative = 0.2                # Initiative - The higher the initiative, the quicker it can reinforce into battle, and the quick is completes its planning

Boolean

can_be_parachuted = yes         # May be parachuted into battle
can_license = no                # Can be licesed
is_convertable = yes            # Can be converted
carrier_capable = yes           # Is usable in carriers (air only)

Navy-specific

naval_speed = 28                        # Max Speed - maximum speed in kilometres per hour of the ship, higher means faster in combat too
fire_range = 32                         # Fire Range - The range of the ship's main guns
torpedo_attack = 1                      # Torpedo attack - How much damage we can do when using the ship's torpedos
anti_air_attack = 5                     # Anti-air - How much anti-air firepower the ship carries for shooting down enemy planes
shore_bombardment = 8                   # Shore Bombard - A unit's ability to do shore bombardment to help out in land battles neighbouring its sea province when on Hold mission
evasion = 15                            # Evasion - Ability for ships to evade enemy fire through maneuvering. Evasion is checked against enemy evasion, so high evasion improves hits against high evasion targets
surface_detection = 12                  # Surface detection - Ability to detect surface vessels
sub_detection = 5                       # Sub detection - Ability to detect submarines
surface_visibility = 25                 # Surface Visibility - How hard to find this ship is
sub_visibility = 20                     # Sub Visibility - How easy it is to detect this submarine
naval_range = 3000                      # Naval Range - max distance in kilometres the ship can travel from it's nearest Naval Base
port_capacity_usage = 1                 # Port capacity usage - How much room the ship requires in port
search_and_destroy_coordination = 0.1
convoy_raiding_coordination = 0.1

Air-specific

air_attack = 50                         # Air Attack - amount of damage done against other planes
air_defence = 50                        # Air Defence - how many hits a plane takes before being shot down
air_range = 500                         # Range - How far away missions the plane can perform
air_agility = 10                        # Agility - How agile a plane is. Agility effects how easy it is to hit another plane, and avoid being hit
air_bombing = 300                       # Strategic Bombing - how good the plane is at bombing
air_superiority = 1                     # Air Superiority - How much the plane helps the overall air superiority of a strategic area
naval_strike_attack = 1.5               # Naval Attack - how much damage the plane does against ships
naval_strike_targetting = 0.5           # Naval Targeting - how likely the plane is to hit a ship
carrier_size = 0.05
default_carrier_composition_weight = 1

Localization

Each equipment must be localized in a .yml file in the localisation folder within your mod.

<equipment>: ""
<equipment>_desc: ""
<equipment>_short: ""

For country-specific localization, prefix with the tag:

<tag>_<equipment>: ""
<tag>_<equipment>_desc: ""
<tag>_<equipment>_short: ""