无编辑摘要 |
无编辑摘要 |
||
(未显示同一用户的1个中间版本) | |||
第84行: | 第84行: | ||
* <code>division_template</code> is the name of the template that the unit should use. Generally best to limit to the one that's defined in the same file. | * <code>division_template</code> is the name of the template that the unit should use. Generally best to limit to the one that's defined in the same file. | ||
There are also optional arguments: | There are also optional arguments: | ||
* <code>start_experience_factor = 0.2</code> sets the experience level of the division (from Greens to Veterans) in the range from 0 to 1. If unset, defaults to 0. The experience level boundaries in the base game are <code>{{rd|NMilitary|UNIT_EXP_LEVELS|ref=1|beforeref=</code> | * <code>start_experience_factor = 0.2 </code> sets the experience level of the division (from Greens to Veterans) in the range from 0 to 1. If unset, defaults to 0. The experience level boundaries in the base game are <code>{{rd|NMilitary|UNIT_EXP_LEVELS|ref=1|beforeref=.}}</code> | ||
* <code>start_equipment_factor = 0.5</code> decides the starting equipment level of the division, not deciding on the manpower. The equipment is not subtracted from the reserves of the country. If unset, defaults to 1. | * <code>start_equipment_factor = 0.5 </code> decides the starting equipment level of the division, not deciding on the manpower. The equipment is not subtracted from the reserves of the country. If unset, defaults to 1. | ||
* <code>start_manpower_factor = 0.3</code> decides the starting manpower level of the division. If unset, then it's automatically subtracted from the reserves of the country until the highest possible level. | * <code>start_manpower_factor = 0.3 </code> decides the starting manpower level of the division. If unset, then it's automatically subtracted from the reserves of the country until the highest possible level. | ||
* <code>force_equipment_variants = { ... }</code> is a set of equipment types that the division should use, replacing the default. Each entry in there is <code>equipment_type = { ... }</code>, which may include: | * <code>force_equipment_variants = { ... }</code> is a set of equipment types that the division should use, replacing the default. Each entry in there is <code>equipment_type = { ... }</code>, which may include: | ||
** <code>owner = TAG</code> is the owner of the equipment that should be used. This should be the same as the country which gets the order of battle. | ** <code>owner = TAG</code> is the owner of the equipment that should be used. This should be the same as the country which gets the order of battle. | ||
第98行: | 第98行: | ||
== Equipment production == | == Equipment production == | ||
{{SVersion|1.12}} | {{SVersion|1.12}} | ||
{{Main|Effect|add_equipment_production|section=yes}} | {{Main|Effect|#add_equipment_production|section=yes}} | ||
The equipment production is simulated using the <code>instant_effect = { ... }</code> block. This is a regular [[effect]] block, any effect can be used here. Usually, the production is added in this manner: | The equipment production is simulated using the <code>instant_effect = { ... }</code> block. This is a regular [[effect]] block, any effect can be used here. Usually, the production is added in this manner: | ||
<pre>instant_effect = { | <pre>instant_effect = { |
2024年8月31日 (六) 19:54的最新版本
- This article is for creating divisions as part of a country's military. For sub-units making up the construction of division templates, see Unit modding.
Units are the foundations of Hearts of Iron, and can be broken down into air wings, divisions and naval task forces. The definitions are located within /Hearts of Iron IV/history/units/*.txt files and can be loaded by using the load_oob effect or various attributes inside of country history. The filename is irrelevant for interpretation, but it must match up with the effect or the attribute used to load it.
The game uses orders of battle to define the state of the country's military. Traditionally, the starting equipment production is defined in them, using an effect block. Optionally, the current focus progress may be included.
Each order of battle must be loaded in order for the units to show up. For the starting state of the country's military, this is done in country history. The load_oob effect can be used to load one mid-game, which will add the information in the order of battle to the current information of the country, creating division templates and units and executing the effects.
The internal names for sub-units can be found in /Hearts of Iron IV/common/units/*.txt files, localisation can be checked as well.
Land units
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.12。 |
The land unit order of battle is usually the one that's loaded with oob
or set_oob
in country history. Most commonly, one is used since most definitions don't differ by DLC. However, if tank equipment types are referenced, such as when a unit is forced to use a certain tank equipment type or starting equipment production includes tanks, this is split into 2 files divided by the 寸步不退 DLC, with an if statement in the place that loads it deciding whether one should be loaded, such as the following in a country history file:
if = { limit = { has_dlc = "No Step Back" } set_oob = "TAG_1936_nsb" else = { set_oob = "TAG_1936_legacy" } }
Division template
- 参见:Effect
Land units require a template of some sort, which assigns the necessary information. The template definition is equivalent to the division_template
effect internally. A simple template can be defined as such:
division_template = { name = "Blueskirt Division" regiments = { infantry = { x = 0 y = 0 } infantry = { x = 0 y = 1 } artillery_brigade = { x = 1 y = 0 } artillery_brigade = { x = 1 y = 1 } } support = { artillery = { x = 0 y = 0 } } }
name = ""
is the name of the division template as it shows up in the template selection. This will also get used for creating or modifying units.regiments = { ... }
andsupport = { ... }
decide the sub-units of the template, meaning combat battalions and support companies respectively. In particular:subunit = { x = 0 y = 0 }
decides the placement of the specified sub-unit. The coordinates represent the Cartesian coordinate system, where (0,0) is the top-left corner, x goes left-to-right, and y goes up-to-down. For a unit to be placed as a support company, it must havegroup = support
in its definition, and to be placed in combat battalions, it must have a different group. The group cannot change in a single y column.
- By default, the combat battalions have
NDefines.NMilitary.MAX_DIVISION_BRIGADE_WIDTH = 5
columns andNDefines.NMilitary.MAX_DIVISION_BRIGADE_HEIGHT = 5
rows, while the support companies haveNDefines.NMilitary.MAX_DIVISION_SUPPORT_WIDTH = 1
column andNDefines.NMilitary.MAX_DIVISION_SUPPORT_HEIGHT = 5
rows.[1] The max index is one less than the total amount.
- By default, the combat battalions have
There are also optional arguments:
division_names_group = USA_INF_01
forcefully changes the name group used for new divisions, defined in /Hearts of Iron IV/common/units/names_divisions/*.txt files. This is used to automatically generate names and numeration for new divisions, such as a division newly created by the player being named "1st 'Big Red One' Division". If not set, the template automatically picks the name group based on the sub-units.is_locked = yes
will make the division locked, preventing the player from changing any of its information and creating/deleting/editing units with it. Defaults to no if unset.force_allow_recruiting = yes
will allow recruiting new divisions from the template even if it locked. Has no effect on non-locked templates. Default to no if unset.division_cap = 12
is the maximum amount of divisions that may be recruited with this template. The template has to be locked. Defaults to no cap if unset.priority = 0
is the supply receiving priority. The options are 0 for "Reserves", 1 for default, and 2 for "Elite". Default to 1 if unset.template_counter = 10
is used to override the default icon used for the position. The particular example with 10 will make sure that the sprites with the name ofGFX_div_templ_10_large
andGFX_div_templ_10_small
will get used.override_model = GER_infantry_entity
is used to change the entity that is used by divisions made from this template. Defaults to automatically determining based on the sub-units if unset.
Division placement
The units = { ... }
block is used for positioning land and naval divisions. In particular, a land division placement is done via division = { ... }
:
units = { division= { name = "1st Blueskirt Division" location = 9392 # Edinburgh division_template = "Blueskirt Division" start_experience_factor = 0.2 start_equipment_factor = 0.3 } division= { division_name = { is_name_ordered = yes name_order = 35 } location = 6488 division_template = "Infanterie-Division" force_equipment_variants = { infantry_equipment_0 = { owner = "SCO" } } officer = { name = SCO_officer_1 portraits = { army = { large = GFX_SCO_officer_1 small = GFX_SCO_officer_generic_small } } } } }
For the division naming, there are two mutually-exclusive ways to do so:
name = "Unit's name"
directly changes the name of the division to the given string.division_name = { ... }
instead uses the name group assigned to the division template:is_name_ordered = yes
is mandatory to include.name_order = 35
sets the number that gets used for the numeration. If the name group'sordered = { ... }
includes this number, that entry gets used. Otherwise, thefallback_name
is used.
There are these mandatory arguments in addition to the name:
location = 1234
is the province where the unit should be positioned.division_template
is the name of the template that the unit should use. Generally best to limit to the one that's defined in the same file.
There are also optional arguments:
start_experience_factor = 0.2
sets the experience level of the division (from Greens to Veterans) in the range from 0 to 1. If unset, defaults to 0. The experience level boundaries in the base game areNDefines.NMilitary.UNIT_EXP_LEVELS = { 0.1, 0.3, 0.75, 0.9 }
start_equipment_factor = 0.5
decides the starting equipment level of the division, not deciding on the manpower. The equipment is not subtracted from the reserves of the country. If unset, defaults to 1.start_manpower_factor = 0.3
decides the starting manpower level of the division. If unset, then it's automatically subtracted from the reserves of the country until the highest possible level.force_equipment_variants = { ... }
is a set of equipment types that the division should use, replacing the default. Each entry in there isequipment_type = { ... }
, which may include:owner = TAG
is the owner of the equipment that should be used. This should be the same as the country which gets the order of battle.creator = TAG
is the original creator of the equipment that should be used. This is used to determine the variants, and it defaults to the owner if not specified.amount = 14
is how much of the equipment should be there. The rest of required equipment within the archetype will remain ungiven.version_name = "Variant's name"
is the name of the equipment variant that should be used. If the equipment type requires a variant to use, such as tanks in 寸步不退, this is mandatory. Otherwise, this is optional.
officer = { ... }
is a character definition that will be used for the divisional commander if promoted to a commander or the officer corps system is used. In particular, these attributes are common inside:name = loc_key
is the localisation key to be used as the division commander's name.portraits = { army = { large = "GFX_portrait_SCO_character" small = "GFX_idea_SCO_character" } }
is the portrait that the division commander must use. The large portrait will be used for the corps commander promotion and the small portrait will be used for the officer corps system. If both are unset, randomly generates a portrait. If the large is set, the small portrait will default to the name of large portrait with _small appended to the end.
Equipment production
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.12。 |
The equipment production is simulated using the instant_effect = { ... }
block. This is a regular effect block, any effect can be used here. Usually, the production is added in this manner:
instant_effect = { add_equipment_production = { equipment = { type = infantry_equipment_0 creator = "ARG" } requested_factories = 1 progress = 0.19 efficiency = 100 } }
The add_equipment_production = { ... }
has these attributes:
equipment = { ... }
decides on which equipment specifically should be made, in particular:creator = TAG
is the creator of the equipment. Usually it's the same person who makes the equipment, but it may be different for lend-leases.type = infantry_equipment_0
is the exact equipment type that should be produced. The technology to unlock it, if needed, must be researched by the creator. Equipment can be found in /Hearts of Iron IV/common/units/equipment/*.txt files.version_name = "Variant name"
is the variant that should be used for equipment, usually defined in country history. This is mandatory if the equipment requires a variant to produce, such as ships in 炮手就位 or airplanes in 唯有浴血. Otherwise, it's optional.
requested_factories = 1
is the amount of military factories or dockyards that should be dedicated towards producing this equipment type. If unfulfilled, the factories will be assigned into the queue.progress = 0.2
is used to assign the current amount of progress towards a single piece of equipment being finished. This is usually changed for expensive equipment, such as battleships.efficiency = 100
is, with 0 as 0% and 100 as 100%, the production efficiency which the factories should have immediately.
Adding Air Wings
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
air_wings = { 500 = { fighter_equipment_0 = { owner = "BRA" amount = 10 } } }
- Air Wings is the command that creates the air wing.
- 500 is the state where the air wing spawns. The state should have an air base set there.
- fighter_equipment_0 is the type of aircraft that is in the air wing.
- Owner is who created the type of aircraft. Does not need to be the country you are making the file for.
- Amount is how many of that type of equipment is in that air wing.
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Man the Guns
units = { fleet = { name = "Fleet De Custom" # Name 1 naval_base = 10980 task_force = { name = "Fleet De Custom" # Name 2 location = 10980 ship = { name = "NRB Minas Gerasis" # Name 3 pride_of_the_fleet = yes definition = battleship equipment = { ship_hull_heavy_1 = { amount = 1 owner = BRA version_name = "Minas Geras Class" } } } } task_force = { name = "Fleet De Submarine" # Name 1 location = 10980 ship = { name = "NRB Humayta" # Name 2 definition = submarine equipment = { ship_hull_submarine_2 = { amount = 1 owner = BRA version_name = "Humayta Class" } } } } } }
- Fleet begins a new fleet which can comprise of multiple task forces.
- Name 1 is the name of the fleet.
- Naval Base is the location of where the fleet is headquartered.
- Name 2 is the name of the task force.
- Location is where the task force spawns.
- Ship creates a new ship within the task force.
- Pride Of The Fleet designates a ship as the pride of the fleet. Only one ship can be the Pride Of The Fleet at a time. Optional.
- Definition sets what type of ship it is.
- Equipment sets what level of equipment the ship uses.
- Amount is how much of that equipment the ship uses. Should be kept at one.
- Owner is who created the equipment the ship uses.
- Version Name is for custom classes of ship. Optional
Non-Man The Guns
The only main difference between this section and the Man The Guns section is the equipment.
units = { fleet = { name = "Armada Argentina" naval_base = 12364 task_force = { name = "Armada Argentina" location = 12364 ship = { name = "ARA Rivadavia" definition = battleship equipment = { battleship_1 = { amount = 1 owner = ARG version_name = "Rivadavia Class" } } } } } }
- Fleet begins a new fleet which can comprise of multiple task forces.
- Name 1 is the name of the fleet.
- Naval Base is the location of where the fleet is headquartered.
- Name 2 is the name of the task force.
- Location is where the task force spawns.
- Ship creates a new ship within the task force.
- Definition sets what type of ship it is.
- Equipment sets what level of equipment the ship uses.
- Amount is how much of that equipment the ship uses. Should be kept at one.
- Owner is who created the equipment the ship uses.
- Version Name is for custom classes of ship. Optional
List of Units
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Regiments
infantry cavalry camelry motorized light_armor medium_armor heavy_armor super_heavy_armor modern_armor marine paratrooper amphibious_armor amphibious_mechanized anti_tank_brigade anti_air_brigade armored_car artillery_brigade mot_artillery_brigade mot_anti_tank_brigade mot_anti_air_brigade rocket_artillery_brigade mot_rocket_artillery_brigade motorized_rocket_brigade bicycle_battalion mountaineers mechanized light_sp_anti_air_brigade medium_sp_anti_air_brigade heavy_sp_anti_air_brigade super_heavy_sp_anti_air_brigade modern_sp_anti_air_brigade light_sp_artillery_brigade medium_sp_artillery_brigade heavy_sp_artillery_brigade super_heavy_sp_artillery_brigade modern_sp_artillery_brigade light_tank_destroyer_brigade medium_tank_destroyer_brigade heavy_tank_destroyer_brigade super_heavy_tank_destroyer_brigade modern_tank_destroyer_brigade
Support Companies
anti_air anti_tank armored_car_recon artillery engineer field_hospital logistics_company maintenance_company military_police mot_recon recon rocket_artillery signal_company
Aircraft
CV references the carrier variant of the aircraft. All aircraft have a carrier variant unless otherwise specified.
fighter_equipment_0 cv_fighter_equipment_0 fighter_equipment_1 fighter_equipment_2 fighter_equipment_3 jet_fighter_equipment_1 jet_fighter_equipment_2 CAS_equipment_1 cv_CAS_equipment_1 CAS_equipment_2 CAS_equipment_3 nav_bomber_equipment_1 cv_nav_bomber_equipment_1 nav_bomber_equipment_2 nav_bomber_equipment_3 tac_bomber_equipment_0 heavy_fighter_equipment_1 heavy_fighter_equipment_2 heavy_fighter_equipment_3 scout_plane_equipment_1 scout_plane_equipment_2 tac_bomber_equipment_1 tac_bomber_equipment_2 tac_bomber_equipment_3 jet_tac_bomber_equipment_1 jet_tac_bomber_equipment_2 strat_bomber_equipment_1 strat_bomber_equipment_2 strat_bomber_equipment_3 jet_strat_bomber_equipment_1 rocket_suicide_equipment_1
Ship Categories
battleship carrier destroyer battle_cruiser heavy_cruiser light_cruiser submarine
MTG Ship Equipment
ship_hull_carrier_1 ship_hull_carrier_2 ship_hull_carrier_3 ship_hull_carrier_conversion_bb ship_hull_carrier_conversion_ca ship_hull_cruiser_1 ship_hull_cruiser_2 ship_hull_cruiser_3 ship_hull_cruiser_4 ship_hull_pre_dreadnought ship_hull_heavy_1 ship_hull_heavy_2 ship_hull_heavy_3 ship_hull_heavy_4 ship_hull_super_heavy_1 ship_hull_light_1 ship_hull_light_2 ship_hull_light_3 ship_hull_light_4 ship_hull_submarine_1 ship_hull_submarine_2 ship_hull_submarine_3 ship_hull_submarine_4 ship_hull_cruiser_submarine torpedo_cruiser ship_hull_torpedo_cruiser ship_hull_cruiser_panzerschiff ship_hull_cruiser_coastal_defense_ship SH_battleship_1 SH_battleship_2
Non-MTG Ship Equipment
carrier_1 carrier_2 carrier_3 carrier_4 light_cruiser_1 light_cruiser_2 light_cruiser_3 light_cruiser_4 heavy_cruiser_1 heavy_cruiser_2 heavy_cruiser_3 heavy_cruiser_4 battleship_1 battleship_2 battleship_3 battleship_4 battle_cruiser_1 battle_cruiser_2 destroyer_1 destroyer_2 destroyer_3 destroyer_4 submarine_1 submarine_2 submarine_3 submarine_4
References
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 |