自动生产单位
自动生产单位有两种办法,一种是<type>Maintain</type>,另一种是<type>DanceBonus</type>(自己参考7-0,或者参考颐和园)。
第一种办法:打开tactics文件,按照格式添加
<action>
<name stringid="68982">Spawn</name>
<type>Maintain</type>
<rate type="ypMercIronTroop">1</rate><!-- 生产铁军,只能指定单位要生产多个请改成旗军,或者添加多个Action -->
<persistent>1</persistent>
<active>1</active><!-- 默认开启 -->
<singleuse>0</singleuse><!-- 关闭只生产一次 -->
</action>
第二种办法:按照格式添加
<action>
<name stringid="68982">SpawnUnit</name>
<type>DanceBonus</type>
<active>0</active><!-- 默认关闭需要用科技开启,如需默认开启请改为1,在下面我会说明怎样用科技开启的 -->
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>ypTreeYellowRiver</modifyprotoid><!-- 生产黄河树木 -->
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
tactic部分添加:
<action>Spawn</action>
<action>SpawnUnit</action>
village.tactics是中国村庄的tactics文件。
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<!-- converted from XMB to XML -->
<tactics> <action> <name stringid="68982">Spawn</name> <type>Maintain</type> <rate type="ypMercIronTroop">1</rate> <persistent>1</persistent> <active>1</active> <singleuse>0</singleuse> </action> <action> <name stringid="68982">SpawnUnit</name> <type>DanceBonus</type> <active>0</active> <persistent>1</persistent> <dancebonustype>UnitSpawn</dancebonustype> <modifyprotoid>ypTreeYellowRiver</modifyprotoid> <modifymultiplier>0.065</modifymultiplier> <modifyexponent>1.03</modifyexponent> <modifybase>0.0</modifybase> </action> <action> <name stringid="38133">RangedAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <activeifcontainsunits>1</activeifcontainsunits> <damagefactorcap>10</damagefactorcap> <scalebycontainedunits>1</scalebycontainedunits> <anim>RangedAttack</anim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>InvisibleProjectile</projectile> <impacteffect>effects\impacts\gun</impacteffect> <rate type="Unit">1.0 </rate> <instantballistics>1</instantballistics> <active>0</active> </action> <action> <name stringid="38121">AntiShipAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>RangedAttackShip</anim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>Cannonball</projectile> <impacteffect>effects\impacts\cannon</impacteffect> <perfectaccuracy>1</perfectaccuracy> <rate type="Ship">1.0 </rate> <active>0</active> </action> <action> <name stringid="68972">SpawnSaiga</name> <type>Maintain</type> <rate type="ypSaiga">4</rate> <active>1</active> <persistent>0</persistent> <singleuse>1</singleuse> </action> <action> <name stringid="68971">SpawnRefugees1</name> <type>Maintain</type> <rate type="ypMigrantArmySmall">1</rate> <active>1</active> <persistent>0</persistent> <singleuse>1</singleuse> </action> <action> <name stringid="68971">SpawnRefugees2</name> <type>Maintain</type> <rate type="ypMigrantArmySmall">1</rate> <active>1</active> <persistent>0</persistent> <singleuse>1</singleuse> </action> <action> <name stringid="68973">SpawnLivestock1</name> <type>Maintain</type> <rate type="ypMigrantGoats">1</rate> <active>1</active> <persistent>0</persistent> <singleuse>1</singleuse> </action> <action> <name stringid="68973">SpawnLivestock2</name> <type>Maintain</type> <rate type="ypMigrantOx">1</rate> <active>1</active> <persistent>0</persistent> <singleuse>1</singleuse> </action> <action> <name stringid="68973">SpawnLivestock3</name> <type>Maintain</type> <rate type="ypMigrantGoats">1</rate> <active>1</active> <persistent>0</persistent> <singleuse>1</singleuse> </action> <action> <name stringid="68971">SpawnMigrants3</name> <type>Maintain</type> <rate type="ypMigrantArmyLarge">1</rate> <active>1</active> <persistent>0</persistent> <singleuse>1</singleuse> </action> <tactic> Normal <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <action priority="100">AntiShipAttack</action> <action>Spawn</action> <action>SpawnUnit</action> <action priority="75">RangedAttack</action> <action priority="15">SpawnSaiga</action> <action priority="15">SpawnRefugees1</action> <action priority="15">SpawnRefugees2</action> <action priority="15">SpawnMigrants3</action> <action priority="15">SpawnLivestock1</action> <action priority="15">SpawnLivestock2</action> <action priority="15">SpawnLivestock3</action> </tactic> </tactics> |
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我设定方法二的active为0,所以需要用科技启用:
在techtreey.xml添加
<Effect type ='Data' action ='SpawnUnit' amount ='1.0' subtype ='ActionEnable' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypvillage</Target></Effect>
我是在中国村庄的“县”科技添加的:
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<Tech name ='ypVillagePopCapIncrease' type ='Normal'> <DBID>4281</DBID> <DisplayNameID>62991</DisplayNameID> <Cost resourcetype ='Wood'>200.0000</Cost> <ResearchPoints>12.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Icon>ui\techs\asians\government_town_icon_64</Icon> <RolloverTextID>62990</RolloverTextID> <Flag>CountsTowardEconomicScore</Flag> <Flag>UniqueTech</Flag> <Effects> <Effect type ='Data' amount ='5.00' subtype ='PopulationCapAddition' relativity ='Absolute'> <Target type ='ProtoUnit'>ypVillage</Target></Effect> <Effect type ='Data' amount ='1.10' subtype ='Hitpoints' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypVillage</Target></Effect> <Effect type ='Data' action ='SpawnUnit' amount ='1.0' subtype ='ActionEnable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypvillage</Target></Effect> </Effects> </Tech> <Tech name ='YPDisciplinedSamurai' type ='Normal'> <DBID>4291</DBID> <DisplayNameID>63576</DisplayNameID> <Cost resourcetype ='Wood'>200.0000</Cost> <Cost resourcetype ='Gold'>100.0000</Cost> <ResearchPoints>30.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Icon>ui\techs\asians\disciplined_infantry</Icon> <RolloverTextID>63577</RolloverTextID> <Flag>UpgradeTech</Flag> <Flag>CountsTowardMilitaryScore</Flag> <Prereqs> <TechStatus status ='Active'>Fortressize</TechStatus></Prereqs> <Effects> <Effect type ='Data' amount ='1.20' subtype ='Damage' allactions ='1' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypKensei</Target></Effect> <Effect type ='Data' amount ='1.20' subtype ='Hitpoints' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypKensei</Target></Effect> <Effect type ='SetName' proto ='ypKensei' culture ='none' newName ='63085'></Effect> </Effects> </Tech>
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改良“县”科技后
PS:根据一个叫Anime的人所说,亚洲国家自带一个不可见的跳舞农民,所以能使用<type>DanceBonus</type>自动生产单位,而欧洲国家则不能自动生产单位;我没有去试验过,不过按照他所说的,我推算酋长国家使用<type>DanceBonus</type>自动生产单位,需要有农民跳舞才可以自动生产。