ExponentManx15(讨论 | 贡献) 小 (汉化一部分) |
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{{version|1.4}} | {{version|1.4}} | ||
{{需要翻译|译者=霜泽图书馆}} | |||
Units are the base object that equipment is applied to. Internally, units are actually sub-units of the hardcoded unit types, such as infantry, cavalry, fighter, etc. | |||
== | == Unit Categories == | ||
Unit categories are found in {{path|common/unit_tags/00_categories.txt}}. | |||
Each unit is assigned a category that is used in technologies to apply effects to groups of units at once. | |||
The following example from a technology grants bonuses to all units with the ''category_all_infantry'' category: | |||
<pre> | <pre> | ||
category_all_infantry = { | category_all_infantry = { | ||
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</pre> | </pre> | ||
== | == Units == | ||
{{SVersion|1.4}} | {{SVersion|1.4}} | ||
Units are found in {{path|common/units/*.txt}}. | |||
Units follow the following format: | |||
<pre> | <pre> | ||
sub_units = { | sub_units = { | ||
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special_forces = yes # Used to define subunit as special forces | special_forces = yes # Used to define subunit as special forces | ||
marines = yes # Used to define subunit as marine | marines = yes # Used to define subunit as marine | ||
can_exfiltrate_from_coast = yes # Used to define subunit opportunity of leaving the coast without a naval base | |||
mountaineers = yes # Used to define subunit as mountaineers | mountaineers = yes # Used to define subunit as mountaineers | ||
can_be_parachuted = yes # Used to define subunit as paratroopers. | can_be_parachuted = yes # Used to define subunit as paratroopers. | ||
affects_speed = yes # Used to check if the unit will affect the template's speed, support companies have it set to no. | |||
transport = <equipment> # Sets the speed of subunit via equipment. Used for motorized/mechanized | 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 | # How the unit is grouped division-wise, i.e. appearing in the Support tab. Not used for air or naval units | ||
group = <group> | group = <group> | ||
# Internal types | # Internal types | ||
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} | } | ||
</pre> | </pre> | ||
You cannot add new internal or map icon types, but you can add new groups. | |||
=== How to add new Groups === | |||
Inside any unit file, type the name of the new group in the "group" argument. The game will internally create the group and asign it to the current unit. For example: | |||
<pre> | |||
group = <group name> | |||
</pre> | |||
Then, to add a localisation for our newly created group we must go to any localization file (preferably {{path|localisation/unit_I_english.yml}}) and define a new loc key as follows: | |||
<pre> | |||
group_<group name>_title:0 "Group name here" | |||
</pre> | |||
To assign an icon to the new group you must go to {{path|interface/subuniticons.gfx}} and define a new spritetype as follows: | |||
<pre> | |||
spriteType = { name = "GFX_group_<group name>_icon" textureFile = "gfx/interface/counters/divisions_large/<icon file name>.dds" noOfFrames = 2 } | |||
</pre> | |||
Note that the textureFile path doesn't have to be strictly {{path|gfx/interface/counters/divisions_large/}}, it can be any path. | |||
=== Models === | |||
{{See also|Entity modding}} | |||
The model is assigned with the <code>sprite = SPRITE</code> attribute, which assigns the entity with the base name of <code>SPRITE_entity</code> by default to units whose division template has a plurality of this sub-unit. Similar to [[Country creation#Name|country names]], it is possible to assign further conditions by changing the name of the model, in this case by prepending a prefix to the base name. The priority starts with the default name as the lowest, then allowing using unique models for [[Country creation#Country file|graphical cultures]], countries, or [[cosmetic tags]]. | |||
=== | An example {{path|gfx/entities/*.asset}} file is as such: | ||
* infantry | <pre>entity = { | ||
name = SPRITE_entity # A simple model for a land unit | |||
pdxmesh = example_mesh # References a mesh defined in a *.gfx file | |||
default_state = idle | |||
state = { name = attack animation = attack animation_blend_time = 0.0 animation_speed = 1.0 } | |||
state = { name = defend animation = defend animation_blend_time = 0.3 animation_speed = 1.0 } | |||
state = { name = support_attack animation = support_attack animation_blend_time = 0.3 animation_speed = 1.0 } | |||
state = { name = move animation = move animation_blend_time = 1.0 animation_speed = 1.0 } | |||
state = { name = retreat animation = retreat animation_blend_time = 0.3 animation_speed = 1.0 } | |||
state = { name = death animation = death animation_blend_time = 0.3 animation_speed = 1.0 } | |||
state = { name = idle animation = idle animation_blend_time = 0.3 animation_speed = 1.0 } | |||
state = { name = training animation = training animation_blend_time = 0.3 animation_speed = 1.0 } | |||
scale = 0.8 | |||
} | |||
entity = { | |||
name = middle_eastern_gfx_SPRITE_entity # Countries with the middle_eastern_gfx graphical culture will use a different mesh, with all other details the same | |||
clone = SPRITE_entity | |||
pdxmesh = middle_eastern_example_mesh | |||
} | |||
entity = { | |||
name = BHR_SPRITE_entity # The country BHR will use a unique mesh | |||
clone = SPRITE_entity | |||
pdxmesh = BHR_example_mesh | |||
} | |||
entity = { | |||
name = COSMETICTAG_SPRITE_ENTITY # Countries with the cosmetic tag of COSMETICTAG will use BHR's version entity | |||
clone = BHR_SPRITE_entity | |||
}</pre> | |||
=== Internal Types === | |||
* infantry | |||
* support | * support | ||
* artillery | * artillery | ||
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* capital_ship | * capital_ship | ||
* carrier | * carrier | ||
* motorized | |||
* mechanized | |||
* flame | |||
* amphibious | |||
=== Group Types === | === Group Types === | ||
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weight = 0.1 # Weight controls how many transports a unit needs to embark. | weight = 0.1 # Weight controls how many transports a unit needs to embark. | ||
maximum_speed = | maximum_speed = 0.5 # Maximum speed acts as a "bonus" mulitipler to the speed determined by the unit equipment in km/h. | ||
# The formula for the calculated speed is <base speed> * (1 + maximum_speed)km/h; thus a maximum_speed | |||
# of 0.5 gives a movement speed 50% faster, a maximum_speed of 2 equals 200% faster, etc. | |||
supply_consumption = 0.02 # Supply consumption determmines how much supply a unit consumes per day | supply_consumption = 0.02 # Supply consumption determmines how much supply a unit consumes per day | ||
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# Offensive | # Offensive | ||
attack = 0.1 # Firepower - Amount of damage done per attack | 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 | soft_attack = -0.1 # Soft Attack - How many attacks the unit can make versus enemies with low hardness. (In this example here, this would mean that the unit would get 10% less Soft Attack than they | ||
would usually get from its equipment | |||
hard_attack = -0.5 # Hard Attack - How many attacks the unit can make versus enemies with high 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 | air_attack = 1 # Air Attack - How much damage we can do against airplanes. High Air Attack also helps to counter enemy Air Superiority effects | ||
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== Icons == | == 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) | 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 {{path|interface/ | This is caused, because the actual unit has no icon. You can provide sprites in {{path|gfx/interface/counters}}. | ||
Create a new gfx file for your new unit | Create a new gfx file for your new unit. Add the following content for each unit in {{path|interface/subuniticons.gfx}} | ||
<pre> | <pre> | ||
spriteTypes = { | spriteTypes = { | ||
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spriteType = { | spriteType = { | ||
name = "GFX_unit_<your unit name>_icon_medium_white" | name = "GFX_unit_<your unit name>_icon_medium_white" # Do not omit "medium" | ||
textureFile = "gfx/interface/counters/divisions_small/onmap_unit_<your unit name>_icon.dds" | textureFile = "gfx/interface/counters/divisions_small/onmap_unit_<your unit name>_icon.dds" | ||
noOfFrames = 2 | noOfFrames = 2 | ||
} | } | ||
spriteType = { | |||
name = "GFX_unit_<your unit name>_icon_small" | |||
texturefile = "gfx/texticons/unit_<your unit name>_icon_small.dds" | |||
legacy_lazy_load = no | |||
noOfFrames = 2 | |||
} | |||
} | } |
2024年8月31日 (六) 20:43的最新版本
Units are the base object that equipment is applied to. Internally, units are actually sub-units of the hardcoded unit types, such as infantry, cavalry, fighter, etc.
Unit Categories
Unit categories are found in /Hearts of Iron IV/common/unit_tags/00_categories.txt.
Each unit is assigned a category that is used in technologies to apply effects to groups of units at once.
The following example from a technology grants bonuses to all units with the category_all_infantry category:
category_all_infantry = { hard_attack = 0.25 ap_attack = 1 }
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1.4。 |
Units are found in /Hearts of Iron IV/common/units/*.txt.
Units follow the following format:
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 can_exfiltrate_from_coast = yes # Used to define subunit opportunity of leaving the coast without a naval base mountaineers = yes # Used to define subunit as mountaineers can_be_parachuted = yes # Used to define subunit as paratroopers. affects_speed = yes # Used to check if the unit will affect the template's speed, support companies have it set to no. 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> } } }
You cannot add new internal or map icon types, but you can add new groups.
How to add new Groups
Inside any unit file, type the name of the new group in the "group" argument. The game will internally create the group and asign it to the current unit. For example:
group = <group name>
Then, to add a localisation for our newly created group we must go to any localization file (preferably /Hearts of Iron IV/localisation/unit_I_english.yml) and define a new loc key as follows:
group_<group name>_title:0 "Group name here"
To assign an icon to the new group you must go to /Hearts of Iron IV/interface/subuniticons.gfx and define a new spritetype as follows:
spriteType = { name = "GFX_group_<group name>_icon" textureFile = "gfx/interface/counters/divisions_large/<icon file name>.dds" noOfFrames = 2 }
Note that the textureFile path doesn't have to be strictly /Hearts of Iron IV/gfx/interface/counters/divisions_large/, it can be any path.
Models
The model is assigned with the sprite = SPRITE
attribute, which assigns the entity with the base name of SPRITE_entity
by default to units whose division template has a plurality of this sub-unit. Similar to country names, it is possible to assign further conditions by changing the name of the model, in this case by prepending a prefix to the base name. The priority starts with the default name as the lowest, then allowing using unique models for graphical cultures, countries, or cosmetic tags.
An example /Hearts of Iron IV/gfx/entities/*.asset file is as such:
entity = { name = SPRITE_entity # A simple model for a land unit pdxmesh = example_mesh # References a mesh defined in a *.gfx file default_state = idle state = { name = attack animation = attack animation_blend_time = 0.0 animation_speed = 1.0 } state = { name = defend animation = defend animation_blend_time = 0.3 animation_speed = 1.0 } state = { name = support_attack animation = support_attack animation_blend_time = 0.3 animation_speed = 1.0 } state = { name = move animation = move animation_blend_time = 1.0 animation_speed = 1.0 } state = { name = retreat animation = retreat animation_blend_time = 0.3 animation_speed = 1.0 } state = { name = death animation = death animation_blend_time = 0.3 animation_speed = 1.0 } state = { name = idle animation = idle animation_blend_time = 0.3 animation_speed = 1.0 } state = { name = training animation = training animation_blend_time = 0.3 animation_speed = 1.0 } scale = 0.8 } entity = { name = middle_eastern_gfx_SPRITE_entity # Countries with the middle_eastern_gfx graphical culture will use a different mesh, with all other details the same clone = SPRITE_entity pdxmesh = middle_eastern_example_mesh } entity = { name = BHR_SPRITE_entity # The country BHR will use a unique mesh clone = SPRITE_entity pdxmesh = BHR_example_mesh } entity = { name = COSMETICTAG_SPRITE_ENTITY # Countries with the cosmetic tag of COSMETICTAG will use BHR's version entity clone = BHR_SPRITE_entity }
Internal Types
- 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
- motorized
- mechanized
- flame
- amphibious
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 = 0.5 # Maximum speed acts as a "bonus" mulitipler to the speed determined by the unit equipment in km/h. # The formula for the calculated speed is <base speed> * (1 + maximum_speed)km/h; thus a maximum_speed # of 0.5 gives a movement speed 50% faster, a maximum_speed of 2 equals 200% faster, etc. 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. (In this example here, this would mean that the unit would get 10% less Soft Attack than they would usually get from its equipment 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/gfx/interface/counters. Create a new gfx file for your new unit. Add the following content for each unit in /Hearts of Iron IV/interface/subuniticons.gfx
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" # Do not omit "medium" textureFile = "gfx/interface/counters/divisions_small/onmap_unit_<your unit name>_icon.dds" noOfFrames = 2 } spriteType = { name = "GFX_unit_<your unit name>_icon_small" texturefile = "gfx/texticons/unit_<your unit name>_icon_small.dds" legacy_lazy_load = no noOfFrames = 2 } }
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