建筑物是使用省份的民用工厂建造的结构。
建筑物
以下是一个通用建筑示例:
<building> = {
base_cost = <int> # 建设成本。
base_cost_conversion = <int> # 要转换为该建筑的成本
per_level_extra_cost = <int> # 每次升级建筑的成本。
max_level = <int> # 建筑的最大等级
value = <int> # 建筑物的基本完好状态。根据所建建筑的等级。
icon_frame = <int> # GFX_buildings_strip中的建筑图标。
show_on_map = <int> # 当建造了一个建筑时要在地图上显示的<building>模型数量
show_on_map_meshes = <int> # 要显示的型号数。
always_shown = yes # 是否始终显示<building>模型。
has_destroyed_mesh = yes # 是否显示建筑的破坏
shares_slots = yes # 确定此建筑是否使用建筑槽。
infrastructure_construction_effect = yes # 确定此建筑是否受益于提高施工速度的基础设施。
provincial = yes # 确定此建筑是否为省级建筑。
damage_factor = <float> # 修改轰炸造成的伤害。
only_costal = yes # 将此建筑仅限于沿海省份/州。
disabled_in_dmz = yes # 限制此建筑,在DMZ省份下禁用。
infrastructure = yes # 确定是否将此建筑视为基础设施。
air_base = yes # 确定此建筑是否被视为空军基地
is_port = yes # 确定是否将此建筑视为港口。
anti_air = yes # 确定是否将此建筑视为防空装置。
refinery = yes # 确定此建筑是否被视为炼油厂。
radar = yes # 确定此建筑是否被视为雷达站。
nuclear_reactor = yes # 确定该建筑是否被视为核反应堆。
military_production = <float> # Adds X amount of MIC production.
general_production = <float> # Adds X amount of CIC production.
naval_production = <float> # Adds X amount of NIC production.
land_fort = <int> # Adds X amount of land fort.
naval_fort = <int> # Adds X amount of naval fort.
rocket_production = <int> # Adds X amount of rocket production.
rocket_launch_capacity = <int> # Adds X amount of rocket capacity.
local_resources_<resource> = <int> # Adds resources to state.
air_defence = <float> # Adds air defence to the state.
nuclear_production_factor = <float> # Adds Nuke production factor to owner of state.
}
有关游戏内建筑请参阅建筑
本地化
建筑遵循以下本地化
<building>: ""
<building>_desc: ""
<building>_plural: ""
modifier_production_speed_<building>: ""
modifier_production_speed_<building>_desc: ""
modifier_production_speed_<building>_factor: ""
modifier_production_speed_<building>_factor_desc: ""
界面
如果添加了新建筑,则需要更新建筑图标栏以包含该建筑的图标。此文件位于/Hearts of Iron IV/gfx/interface/buildings/building_icon_strip.dds.
图标本身需要46像素宽和高。它应该被附加到建筑图标条上,并且noOfFrames应该被更改以匹配新的图标数量。
以下是建筑图标的GFX定义文件 /Hearts of Iron IV/interface/countrystateview.gfx:
spriteType = {
name = "GFX_buildings_strip"
textureFile = "gfx/interface/buildings/building_icon_strip.dds"
noOfFrames = 14 #每改造一栋建筑增加1
}
建筑类型
以下是自1.9.0起游戏中不同类型的建筑(可以在/Hearts of Iron IV/common/buildings/00_buildings.txt找到):
buildings = {
# STATE BUILDINGS
infrastructure = <int> # 0 to 10 | Sets the Infrastructure level. (STATE)
air_base = <int> # 0 to 10 | Sets the Air Base level. (STATE)
anti_air_building = <int> # 0 to 5 | Sets the Anti-Air level. (STATE)
radar_station = <int> # 0 to 5 | Sets the Radar Station level. (STATE)
# SHARED BUILDINGS
arms_factory = <int> # 0 to 20 | Sets the Military Factory level. (STATE)
industrial_complex = <int> # 0 to 20 | Sets the Civilian Factory level. (STATE)
dockyard = <int> # 0 to 20 | Sets the Naval Dockyard level. (STATE)
synthetic_refinery = <int> # 0 to 3 | Sets the Synthetic Refinery level. (STATE)
fuel_silo = <int> # 0 to ∞ | Sets the Fuel Silo level. (STATE)
rocket_site = <int> # 0 to 5 | Sets the Rocket Site level. (STATE)
nuclear_reactor = <int> # 0 to 1 | Sets the Nuclear Reactor level. (STATE)
# PROVINCE BUILDINGS
<province id> = {
naval_base = <int> # 0 to 10 | Sets the Naval Base level. (PROVINCE)
bunker = <int> # 0 to 10 | Sets the Land Fort level. (PROVINCE)
coastal_bunker = <int> # 0 to 10 | Sets the Coastal Fort level. (PROVINCE)
}
}
请注意,目前,工厂的产能似乎为20,而之前的产能是无限的(只要是整数)。