复制原有单位制作新单位 | 添加新单位




这个教程是复制游戏里面原有的单位,制作成一个新单位。

首先,选定一个原身,我选的是Learicorn (利尔利)。
在protoy.xml中找到Learicorn,从<Unit id ='427' name ='Learicorn'>开始往下复制到Learicorn的末尾</Unit>。

然后按照格式粘贴(建议粘贴在文件的末尾)。

注意:粘贴应仿照其他单位的格式。复制格式错了,导致游戏初始化失败,不要说我的教程没用。

新兵种的雏形以做好。

下面对粘贴后的内容作修改。

name改为与Learicorn不同的名字,如Learicorn2。

<Unit id ='427' name ='Learicorn'>

修改后↓

<Unit id ='427' name ='Learicorn2'>


DisplayNameID,EditorNameID改为不与任何单位重合的数字,可以分别是99999,99998。 下面对DisplayNameID,EditorNameID写入你所需要的名称。(也可以是相同的,不过会采用相同的名称。)

DisplayNameID为单位主要名称。

EditorNameID为剧情编辑器里的名称。如果不添加就采用DisplayNameID的名称。

修改后↓
<DisplayNameID>99999</DisplayNameID>

<EditorNameID>99998</EditorNameID>

其他属性之类的你自己修改。
例如你把DefendHandAttack下面的800改成1000,那么该单位的DefendHandAttack攻击力就变成1000。




复制语句如下(复制蓝色背景的语句,有许多萌新老是从</Unit>开始复制,这个做法是错误的):

  protoy.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
	<Unit id ='527' name ='LakeWaterPlantsNe'>
<DBID>694</DBID>
<DisplayNameID>32273</DisplayNameID>
<EditorNameID>32274</EditorNameID>
<ObstructionRadiusX>1.0000</ObstructionRadiusX>
<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
<IdleTimeout>5.0000</IdleTimeout>
<MaxVelocity>3.0000</MaxVelocity>
<MaxRunVelocity>5.0000</MaxRunVelocity>
<MovementType>water</MovementType>
<AnimFile>terrain\new_england\lake_water_plants_ne.xml</AnimFile>
<LOS>0.0000</LOS>
<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>Nature</UnitType>
<Flag>StartOnAnimationUpdate</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>SelectWithObstruction</Flag>
<Flag>ForceToGaia</Flag>
<Flag>DoNotDieAtZeroHitpoints</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>DecalStickToWaterSurface</Flag>
<Flag>RenderAfterWater</Flag>
<Flag>DontSortAlphaPolys</Flag>
<Flag>NonCollideable</Flag>
<Flag>NavalUnit</Flag>
<Flag>PlaceAnywhere</Flag>
<Flag>TieToWaterSurface</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>VisibleUnderFog</Flag>
<Flag>NotSelectable</Flag>
<Flag>NoHPBar</Flag>
<Flag>DoNotCreateUnitGroupAutomatically</Flag>
<Flag>Tracked</Flag>
</Unit>
<Unit id ='528' name ='Learicorn'>
<DBID>696</DBID>
<DisplayNameID>32356</DisplayNameID>
<EditorNameID>32357</EditorNameID>
<ObstructionRadiusX>0.7900</ObstructionRadiusX>
<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
<FormationCategory>Mobile</FormationCategory>
<MaxVelocity>7.5000</MaxVelocity>
<MaxRunVelocity>9.5000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\cavalry\light_cavalry\learicorn_cavalry_horse.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>cav</PhysicsInfo>
<Icon>units\cavalry\learicorn\learicorn_icon_64x64</Icon>
<PortraitIcon>units\cavalry\learicorn\learicorn_portrait</PortraitIcon>
<RolloverTextID>32355</RolloverTextID>
<ShortRolloverTextID>32354</ShortRolloverTextID>
<InitialHitpoints>600.0000</InitialHitpoints>
<MaxHitpoints>600.0000</MaxHitpoints>
<LOS>12.0000</LOS>
<UnitAIType>HandCombative</UnitAIType>
<Bounty>15000.0000</Bounty>
<BuildBounty>10000.0000</BuildBounty>
<Cost resourcetype ='Food'>80.0000</Cost>
<Cost resourcetype ='Gold'>40.0000</Cost>
<AllowedAge>1</AllowedAge>
<Armor type ='Hand' value ='0.9000'></Armor>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeValidSharpshoot</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>AbstractCavalry</UnitType>
<UnitType>Unit</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Military</UnitType>
<UnitType>CountsTowardEconomicScore</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>AbstractHeavyCavalry</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>AbstractHandCavalry</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>ConstrainOrientation</Flag>
<Flag>OrientUnitWithGround</Flag>
<Flag>NotPlayerPlaceable</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Delete</Command>
<Tactics>handCavalry.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>500.000000</Damage>
<DamageType>Siege</DamageType>
<ROF>2.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>DefendHandAttack</Name>
<Damage>800.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>GuardianAttack</Name>
<Damage>800.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>MeleeHandAttack</Name>
<Damage>800.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>TrampleHandAttack</Name>
<Damage>533.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>2.000000</ROF>
<DamageCap>1600.000000</DamageCap>
<DamageArea>9.000000</DamageArea>
<DamageFlags>Enemy</DamageFlags>
</ProtoAction>
</Unit>

<Unit id ='529' name ='TreePampas'>
<DBID>697</DBID>
<DisplayNameID>32401</DisplayNameID>
<EditorNameID>32402</EditorNameID>
<ObstructionRadiusX>1.0000</ObstructionRadiusX>
<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>terrain\tree_pampas.xml</AnimFile>
<ImpactType>Wood</ImpactType>
<Icon>terrain\trees\tree_icon_64</Icon>
<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
<RolloverTextID>32400</RolloverTextID>
<ShortRolloverTextID>32399</ShortRolloverTextID>
<InitialHitpoints>6.0000</InitialHitpoints>
<MaxHitpoints>6.0000</MaxHitpoints>
<Bounty>0.0000</Bounty>
<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
<ResourceSubType>Wood</ResourceSubType>
<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
<GathererLimit>8</GathererLimit>
<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
<UnitType>HuntedResource</UnitType>
<UnitType>Resource</UnitType>
<UnitType>Nature</UnitType>
<UnitType>Wood</UnitType>
<UnitType>Tree</UnitType>
<UnitType>NatureClass</UnitType>
<Flag>ObscuresUnits</Flag>
<Flag>NoHPBar</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>DoNotDieAtZeroHitpoints</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>DoNotCreateUnitGroupAutomatically</Flag>
<Flag>Immoveable</Flag>
<Flag>Doppled</Flag>
<Flag>ForceToGaia</Flag>
<Flag>DieAtZeroResources</Flag>
<Flag>StartOnNoUpdate</Flag>
<Flag>DoNotValidateResourceInventory</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>DoppleOnlyWhenDead</Flag>
<Flag>NoIdleActions</Flag>
<Flag>RMCanRotate</Flag>
<Flag>Tracked</Flag>
</Unit>



建议将语句粘贴在protoy.xml的末尾处:(底部的</Proto>上面)
属性修改后如下图:

  protoy.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
	<Unit id ='528' name ='Learicorn2'>
<DBID>696</DBID>
<DisplayNameID>99999</DisplayNameID>
<EditorNameID>99998</EditorNameID>
<ObstructionRadiusX>0.7900</ObstructionRadiusX>
<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
<FormationCategory>Mobile</FormationCategory>
<MaxVelocity>7.5000</MaxVelocity>
<MaxRunVelocity>9.5000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\cavalry\light_cavalry\learicorn_cavalry_horse.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>cav</PhysicsInfo>
<Icon>units\cavalry\learicorn\learicorn_icon_64x64</Icon>
<PortraitIcon>units\cavalry\learicorn\learicorn_portrait</PortraitIcon>
<RolloverTextID>32355</RolloverTextID>
<ShortRolloverTextID>32354</ShortRolloverTextID>
<InitialHitpoints>600.0000</InitialHitpoints>
<MaxHitpoints>600.0000</MaxHitpoints>
<LOS>12.0000</LOS>
<UnitAIType>HandCombative</UnitAIType>
<Bounty>15000.0000</Bounty>
<BuildBounty>10000.0000</BuildBounty>
<Cost resourcetype ='Food'>80.0000</Cost>
<Cost resourcetype ='Gold'>40.0000</Cost>
<AllowedAge>1</AllowedAge>
<Armor type ='Hand' value ='0.9000'></Armor>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeValidSharpshoot</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>AbstractCavalry</UnitType>
<UnitType>Unit</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Military</UnitType>
<UnitType>CountsTowardEconomicScore</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>AbstractHeavyCavalry</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>AbstractHandCavalry</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>ConstrainOrientation</Flag>
<Flag>OrientUnitWithGround</Flag>
<Flag>NotPlayerPlaceable</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Delete</Command>
<Tactics>handCavalry.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>500.000000</Damage>
<DamageType>Siege</DamageType>
<ROF>2.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>DefendHandAttack</Name>
<Damage>1000.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>GuardianAttack</Name>
<Damage>800.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>MeleeHandAttack</Name>
<Damage>800.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>TrampleHandAttack</Name>
<Damage>533.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>2.000000</ROF>
<DamageCap>1600.000000</DamageCap>
<DamageArea>9.000000</DamageArea>
<DamageFlags>Enemy</DamageFlags>
</ProtoAction>
</Unit>
</Proto>这个是protoy底部的结尾,语句超出这个结尾外会出错。所以要将语句粘贴在</Proto>上面



打开stringtabley.xml,仿照其他内容新建两行(即 <String _locID ='X'>Y</String>,注意格式)。


在这两行的X处分别写入99999/99998
Y为名称/介绍。

<String _locID ='99999'>独角兽骑士</String>
<String _locID ='99998'>CAV独角兽骑士</String>



我喜欢修改randommapstringsy.xml,而不是修改srtingtabley.xml
  randommapstringsy.xml.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
<?xml version="1.0" encoding="utf-8"?>
<StringTable version="130">
<Language name="English">
<String _locID="130015">Ozarks</String>
<String _locID="130016">Ozarks: Dense thickets filled with wildlife dot this rolling terrain.</String>
<String _locID="130017">Hilltop trading posts sit beside a trade route that crosses the map from East to West. Teams are split across the trade route.</String>
<String _locID="130018">Plymouth</String>
<String _locID="130019">Plymouth: A bountiful land of natural treasures and grateful Pilgrims.</String>
<String _locID="130020">Each colony can use intrepid Pilgrims and Scout Turkeys to explore the bountiful wilderness for Native Settlements and unique treasures.</String>
<String _locID ='99999'>独角兽骑士</String>
<String _locID ='99998'>CAV独角兽骑士</String>

<!-- 输入双引号与单引号都是可行的 -->
</Language>
</StringTable>

下面介绍生产该单位方法。

你可以通过卡片,也可以把新建的单位运送出来。有一个卡片是运来3个轻骑兵的,我们可以在这张卡片上修改。

打开techtreey.xml,它的卡片调用名为HCShipHussars1,搜到这张卡片,将unit type后面的Hussar改为你刚命名的Learicorn2即可!

  techtreey.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
	<Tech name ='HCShipHussars1' type ='Normal'>
<DBID>2188</DBID>
<DisplayNameID>35659</DisplayNameID>
<Cost resourcetype ='Ships'>1.0000</Cost>
<ResearchPoints>40.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon>
<Flag>HomeCity</Flag>
<Effects>
<Effect type ='Data' amount ='3.00' subtype ='FreeHomeCityUnit' unittype ='Hussar' relativity ='Absolute'>
<Target type ='Player'></Target></Effect></Effects>
</Tech>
<Tech name ='HCShipRodeleros1' type ='Normal'>
<DBID>2189</DBID>
<DisplayNameID>35660</DisplayNameID>
<Cost resourcetype ='Ships'>1.0000</Cost>
<ResearchPoints>40.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>units\infantry\redolero\redolero_icon_64x64</Icon>
<Flag>HomeCity</Flag>
<Effects>
<Effect type ='Data' amount ='5.00' subtype ='FreeHomeCityUnit' unittype ='Rodelero' relativity ='Absolute'>
<Target type ='Player'></Target></Effect></Effects>
</Tech>

当然你也可以复制techtreey的语句,然后变成运送Hussar与Learicorn2两种单位

下图为运送3个Hussar与5个Learicorn2的修改,注意一下绿色的</Effects>,萌新很容易复制到,导致初始化失败。</Effects>是与<Effects>对应的,如果多复制粘贴了一个,就会导致xml语法错误,打开游戏初始化失败。
  techtreey.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
	<Tech name ='HCShipHussars1' type ='Normal'>
<DBID>2188</DBID>
<DisplayNameID>35659</DisplayNameID>
<Cost resourcetype ='Ships'>1.0000</Cost>
<ResearchPoints>40.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon>
<Flag>HomeCity</Flag>
<Effects>
<Effect type ='Data' amount ='3.00' subtype ='FreeHomeCityUnit' unittype ='Hussar' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
<Effect type ='Data' amount ='5.00' subtype ='FreeHomeCityUnit' unittype ='Learicorn2' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
</Effects>
</Tech>
<Tech name ='HCShipRodeleros1' type ='Normal'>
<DBID>2189</DBID>
<DisplayNameID>35660</DisplayNameID>
<Cost resourcetype ='Ships'>1.0000</Cost>
<ResearchPoints>40.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>units\infantry\redolero\redolero_icon_64x64</Icon>
<Flag>HomeCity</Flag>
<Effects>
<Effect type ='Data' amount ='5.00' subtype ='FreeHomeCityUnit' unittype ='Rodelero' relativity ='Absolute'>
<Target type ='Player'></Target></Effect></Effects>
</Tech>
例如:除了法国、荷兰、土耳其才有这张卡片,所以上面所教的对其他国家没有用。如果想让其他国家使用,换成一张你要修改的国家所拥有的卡片就行。
【例如:中国运送7个草泥马(草原骑兵:fuck U 的作者,你就不能好好叫我名字吗?)的卡片,卡片调用名不多说,自己参考软件《帝国时代3兵种手册.exe》】


另外一种直接生产方法,请往下看:



另一种方法就是根据1-6的方法添加生产新兵种。

例如我们要法国生产该单位(生产建筑:马厩)。

①打开protoy.xml,查找name ='stable'

②按照格式添加
		<Train row ='0' page ='0' column ='4'>Learicorn2</Train>

  protoy.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
	<Unit id ='298' name ='Stable'>
<DBID>25</DBID>
<DisplayNameID>22919</DisplayNameID>
<ObstructionRadiusX>3.0000</ObstructionRadiusX>
<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>buildings\stables\stables.xml</AnimFile>
<DeadReplacement>BuildingRubble5x3</DeadReplacement>
<DeadReplacementLifespan>15</DeadReplacementLifespan>
<ImpactType>Wood</ImpactType>
<PhysicsInfo>stable</PhysicsInfo>
<PlacementFile>buildinglarge.xml</PlacementFile>
<Icon>buildings\stables\stables_icon</Icon>
<PortraitIcon>buildings\stables\stables_portrait</PortraitIcon>
<RolloverTextID>22918</RolloverTextID>
<ShortRolloverTextID>25727</ShortRolloverTextID>
<InitialHitpoints>2500.0000</InitialHitpoints>
<MaxHitpoints>2500.0000</MaxHitpoints>
<LOS>14.0000</LOS>
<BuildPoints>30.0000</BuildPoints>
<Bounty>40.0000</Bounty>
<BuildBounty>20.0000</BuildBounty>
<Cost resourcetype ='Wood'>200.0000</Cost>
<BuildingWorkRate>1.0000</BuildingWorkRate>
<AllowedAge>1</AllowedAge>
<Armor type ='Siege' value ='0.0000'></Armor>
<BuilderLimit>8</BuilderLimit>
<UnitType>LogicalTypeValidSabotage</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeShipsAndBuildings</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractStables</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>Building</UnitType>
<UnitType>BuildingClass</UnitType>
<UnitType>MilitaryBuilding</UnitType>
<Train row ='0' page ='0' column ='0'>Uhlan</Train>
<Train row ='0' page ='0' column ='1'>Oprichnik</Train>
<Train row ='0' page ='0' column ='2'>CavalryArcher</Train>
<Train row ='0' page ='0' column ='0'>Hussar</Train>
<Train row ='0' page ='0' column ='1'>WarWagon</Train>
<Train row ='0' page ='0' column ='1'>Ruyter</Train>
<Train row ='0' page ='0' column ='2'>Dragoon</Train>
<Train row ='0' page ='0' column ='1'>Lancer</Train>
<Train row ='0' page ='0' column ='1'>Cuirassier</Train>
<Train row ='0' page ='0' column ='0'>Cossack</Train>
<Train row ='0' page ='0' column ='4'>Learicorn2</Train>
<Tech row ='0' page ='1' column ='1'>ImperialOprichniks</Tech>
<Tech row ='0' page ='1' column ='1'>ImperialCarabineer</Tech>
<Tech row ='0' page ='1' column ='0'>ImperialCossack</Tech>
<Tech row ='0' page ='1' column ='2'>ImperialCavalryArchers</Tech>
<Tech row ='0' page ='1' column ='2'>ImperialDragoons</Tech>
<Tech row ='0' page ='1' column ='0'>ImperialHussars</Tech>
<Tech row ='0' page ='1' column ='2'>ImperialJinetes</Tech>
<Tech row ='0' page ='1' column ='0'>ImperialCzapkaUhlans</Tech>
<Tech row ='0' page ='1' column ='0'>RGCzapkaUhlans</Tech>
<Tech row ='0' page ='1' column ='2'>RGTartarLoyalists</Tech>
<Tech row ='0' page ='1' column ='1'>RGGarrochista</Tech>
<Tech row ='0' page ='1' column ='1'>GuardRuyters</Tech>
<Tech row ='0' page ='1' column ='0'>RGGardener</Tech>
<Tech row ='0' page ='1' column ='0'>GuardCossacks</Tech>
<Tech row ='0' page ='1' column ='0'>VeteranCossacks</Tech>
<Tech row ='0' page ='1' column ='1'>GuardWarWagons</Tech>
<Tech row ='0' page ='1' column ='2'>GuardCavalryArchers</Tech>
<Tech row ='0' page ='1' column ='1'>RGGendarmes</Tech>
<Tech row ='0' page ='1' column ='1'>RGCarabineer</Tech>
<Tech row ='0' page ='1' column ='0'>VeteranUhlans</Tech>
<Tech row ='0' page ='1' column ='2'>GuardDragoons</Tech>
<Tech row ='0' page ='1' column ='0'>GuardHussars</Tech>
<Tech row ='0' page ='1' column ='0'>VeteranHussars</Tech>
<Tech row ='0' page ='1' column ='0'>RGLifeGuardHussars</Tech>
<Tech row ='0' page ='1' column ='1'>ImperialGarrochistas</Tech>
<Tech row ='0' page ='1' column ='2'>ImperialTartarLoyalist</Tech>
<Tech row ='0' page ='1' column ='0'>GuardUhlans</Tech>
<Tech row ='0' page ='1' column ='0'>ImperialGardener</Tech>
<Tech row ='0' page ='1' column ='0'>ImperialLifeGuard</Tech>
<Tech row ='0' page ='1' column ='2'>RGJinetes</Tech>
<Tech row ='0' page ='1' column ='1'>GuardOprichniks</Tech>
<Tech row ='0' page ='1' column ='1'>ImperialGendarme</Tech>
<Tech row ='0' page ='1' column ='1'>ImperialWarWagons</Tech>
<Flag>CollidesWithProjectiles</Flag>
<Flag>StartsAtFullEfficiency</Flag>
<Flag>Immoveable</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>ObscuresUnits</Flag>
<Flag>NoIdleActions</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>Doppled</Flag>
<Flag>SelectWithObstruction</Flag>
<Flag>PaintTextureWhenPlacing</Flag>
<Flag>FlattenGround</Flag>
<Flag>HasGatherPoint</Flag>
<Flag>InitialGarrisonOnly</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
<Command page ='10' column ='1'>Delete</Command>
</Unit>

保存,退出。

③打开techtreey,查找Age0French,(作者:不用找了,第一个科技就是法国的科技)
按照格式添加
			<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Learicorn2</Target></Effect>

  techtreey.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
	<Tech name ='Age0French' type ='Normal'>
<DBID>105</DBID>
<Status>UNOBTAINABLE</Status>
<Flag>Shadow</Flag>
<Effects>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Learicorn2</Target></Effect>

<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Explorer</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>TownCenter</Target></Effect>
<Effect type ='TechStatus' status ='active'>AAStandardStartingTechs</Effect>
<Effect type ='TechStatus' status ='obtainable'>RGVoltigeur</Effect>
<Effect type ='TechStatus' status ='obtainable'>RGGendarmes</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchCodeNapoleon</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial1</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Hussar</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Sheep</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>House</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Mill</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardMusketeers</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Musketeer</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial3</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial2</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Coureur</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardHalberdiers</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardDragoons</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranPikemen</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHalberdiers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialGendarme</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialVoltigeur</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialDragoons</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Capitol</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Falconet</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>ArtilleryDepot</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Stable</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Barracks</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranCrossbowmen</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianGeneral</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianPresidente</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMohawk</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianEngineer</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMusketeerFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianNaturalist</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMarksman</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianQuartermaster</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Plantation</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>TradingPost</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Outpost</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Caravel</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Dock</Target></Effect>
<Effect type ='TechStatus' status ='active'>XPTrickle</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Market</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Arsenal</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Skirmisher</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>CWallGate</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>LivestockPen</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Church</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallStraight2</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallStraight5</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallConnector</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianTycoonFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianScoutFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianPhilosopherPrinceFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianGovernorFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianExiledPrinceFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianCavalierFrench</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Pikeman</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Crossbowman</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHussars</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardHussars</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranHussars</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Halberdier</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>FieldHospital</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Priest</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Cuirassier</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Culverin</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Mortar</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Dragoon</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Monitor</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Frigate</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Galleon</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>Bayonet</Effect>
<Effect type ='TechStatus' status ='active'>Levy</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>FishingBoat</Target></Effect>
<Effect type ='Data' action ='SpawnCannon' amount ='1.00' subtype ='ActionEnable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Factory</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialCannon</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialFieldGun</Effect>
<Effect type ='TechStatus' status ='obtainable'>FieldGun</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranDragoonsShadow</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranSkirmishersShadow</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMonitors</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialManOWar</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Saloon</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>XPRevolutionLouverture</Effect>
<Effect type ='TechStatus' status ='obtainable'>XPRevolutionSantander</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpPetard</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHorseArtillery</Effect>
<Effect type ='TechStatus' status ='obtainable'>HeavyHorseArtillery</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpHorseArtillery</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpSpy</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ShipHowitzers</Effect>
</Effects>
</Tech>







如果复制船只或探险家之类的会没有技能,在9-1有解决办法。
没有声音的问题,在5-35-4也有解决办法。