小 (文本替换 - 替换“[[Category:”为“[[分类:”) |
ExponentManx15(讨论 | 贡献) 小 (汉化一部分) |
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{{version|1.4}} | {{version|1.4}} | ||
部队是装备应用的基础对象,在游戏内,部队实际上是硬编码部队类型的子单位,如步兵、骑兵、战斗机等 | |||
== | == 部队类别 == | ||
你可以在 {{path|common/unit_tags/00_categories.txt}} 找到部队类别。 | |||
每个单位都被分配了一个类别,该类别在科技中用于同时对部队施加效果。 | |||
下面是示范给名为''category_all_infantry 的部队增加一个增益效果'': | |||
<pre> | <pre> | ||
category_all_infantry = { | category_all_infantry = { | ||
第15行: | 第15行: | ||
</pre> | </pre> | ||
== | == 部队 == | ||
{{SVersion|1.4}} | {{SVersion|1.4}} | ||
你可以在{{path|common/units/*.txt}} 找到部队文件. | |||
你可以按照以下格式修改: | |||
<pre> | <pre> | ||
sub_units = { | sub_units = { | ||
第73行: | 第73行: | ||
} | } | ||
</pre> | </pre> | ||
无法添加新的内部、组或地图图标类型 | |||
=== | === 内部类型 === | ||
* infantry | * infantry | ||
* support | * support | ||
* artillery | * artillery |
2023年11月4日 (六) 21:05的版本
部队是装备应用的基础对象,在游戏内,部队实际上是硬编码部队类型的子单位,如步兵、骑兵、战斗机等
部队类别
你可以在 /Hearts of Iron IV/common/unit_tags/00_categories.txt找到部队类别。
每个单位都被分配了一个类别,该类别在科技中用于同时对部队施加效果。
下面是示范给名为category_all_infantry的部队增加一个增益效果:
category_all_infantry = { hard_attack = 0.25 ap_attack = 1 }
部队
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.4。 |
你可以在/Hearts of Iron IV/common/units/*.txt找到部队文件.
你可以按照以下格式修改:
sub_units = { <unit name> = { sprite = <entity> # Refers to <name>_entity in a gfx/entities/.*.asset file - Controls the unit used on the map # Controls the map icon category used for the unit map_icon_category = <type> priority = <int> # Controls which icon is used if multiple subunits of the same type exist ai_priority = <int> active = yes / no # Whether the unit is usable without explicit unlocking in technology cavalry = yes # Used to define subunit as cavalry special_forces = yes # Used to define subunit as special forces marines = yes # Used to define subunit as marine mountaineers = yes # Used to define subunit as mountaineers can_be_parachuted = yes # Used to define subunit as paratroopers. transport = <equipment> # Sets the speed of subunit via equipment. Used for motorized/mechanized # How the unit is grouped division-wise, i.e. appearing in the Support tab. Not used for air or naval units group = <group> # Internal types type = { <type> } # Categories the unit belongs to. categories = { <categories> } # Equipment that is required for this unit. Used when active = no essential = { <equipment> } # Equipment needed to produce this unit. Unit won't be available until the nation has this equipment need = { <equipment> } # Modifiers control the stats of the unit. More detail under the Stats section. <modifiers> # Modifiers that occur only in specific terrain <terrain> = { <modifiers> } } }
无法添加新的内部、组或地图图标类型
内部类型
- infantry
- support
- artillery
- anti_tank
- anti_air
- armor
- fighter
- cas
- naval_bomber
- interceptor
- suicide
- tactical_bomber
- strategic_bomber
- air_transport
- missile
- submarine
- screen_ship
- capital_ship
- carrier
Group Types
- infantry
- support
- mobile
- armor
Map Icon Types
- infantry
- armored
- other
- ship
- transport
- uboat
Stats
Units use modifiers to determine which stats they have and what special actions they may take.
Typically air units will not use any modifiers, whilst naval units use only supply_consumption and max_organisation.
Land units almost always use the following:
manpower = <int> max_strength = <int> training_time = <int> weight = <float> default_morale = <float> max_organisation = <int> combat_width = <int> supply_consumption = <float>
For max_organisation, vanilla uses the following values:
- infantry support: 20
- armor: 10
- armor support: 0
- ship: 40
- cavalry: 70
For combat_width, vanilla uses the following values:
- infantry: 0
- artillery: 0
- armor support: 1
- armor: 2
Modifiers
The following list is all the valid modifiers for use in units (and equipment):
Base
max_organisation = 20 # Organisation indicates combat readiness and how organized a unit is. # Units with no organisation can't fight or move effectively. reliability = 0.9 # Reliability controls how often equipment will suffer random failures. weight = 0.1 # Weight controls how many transports a unit needs to embark. maximum_speed = 4 # Maximum speed determines a units maximum speed in km/h. supply_consumption = 0.02 # Supply consumption determmines how much supply a unit consumes per day default_morale = 0.3 # Default morale determines how much extra organisation can be regained # hourly when not in combat combat_width = 0.5 # Combat width determines how much this unit contributes to overall combat width.
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 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 = yes # Can be licesed is_convertable = yes # Can be converted carrier_capable = yes # Is usable in carriers (air only)
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 unit must be localized in a .yml file in the localisation folder within your mod.
<unit>: "" <unit>_desc: ""
Icons
When adding a new unit it may appear, that your unit gets random icons in the division designer (like anti air icon, or what ever) This is caused, because the actual unit has no icon. You can provide sprites in /Hearts of Iron IV/interface/*.gfx. Create a new gfx file for your new unit and add following content for each unit
spriteTypes = { spriteType = { name = "GFX_unit_<your unit name>_icon_medium" textureFile = "gfx/interface/counters/divisions_large/<your unit name>_icon.dds" ## Thats the paradox shepe, but you can use any path and file naming you want noOfFrames = 2 } spriteType = { name = "GFX_unit_<your unit name>_icon_medium_white" textureFile = "gfx/interface/counters/divisions_small/onmap_unit_<your unit name>_icon.dds" noOfFrames = 2 } }
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 |