钢铁大志2事务代码大全
那个不是版本问题,而是人品问题……
固然汗青上西班牙内战以佛朗哥的成功完毕,但是在游戏中两边都可能赢,以至西班牙共和国赢的几率更大些。秃鹰军团因而也酿成了一个纯人品事务。
钢铁大志2的速度、资本等事务那是个事务,次要是加各类资本和人力产出的和科研效率的,随意什么国度都能比德国什么的研究速度快
event = {
id = 994332
random = no
country = CHC #改成本身所用国度代码
trigger = { ai = no }
name = "玩家金手指 "
desc = "是让我们的铁骑纵横全国的时候了。 "
style = 0
date = { day = 1 month = january year = 1936 }
offset = 1
deathdate = { day = 30 month = december year = 1954 }
action_a = {
name = "太好了! "
command = { type = add_prov_resource which = -1 value = 100 where = energy }
command = { type = add_prov_resource which = -1 value = 50 where = metal }
command = { type = add_prov_resource which = -1 value = 100 where = energy }
command = { type = add_prov_resource which = -1 value = 50 where = metal }
command = { type = add_prov_resource which = -1 value = 40 where = rare_materials }
command = { type = add_prov_resource which = -1 value = 40 where = rare_materials }
command = { type = add_prov_resource which = -1 value = 30 where = oil }
command = { type = add_prov_resource which = -1 value = 20 where = rare_materials }
command = { type = add_prov_resource which = -1 value = 20 where = oil }
command = { type = industrial_modifier which = total value = 50 }
command = { type = province_manpower which = -1 value = 5 }
command = { type = province_manpower which = -1 value = 5 }
command = { type = province_manpower which = -1 value = 5 }
command = { type = research_mod value = 500 }
}
那个事务能够让你的陆军速度加10,步卒跑得比别国的坦克还快
event = {
id = 994333
random = no
trigger = {
OR = {
technology = 6010
technology = 6210
}
ai = no }
name = "精锐的玩家队伍 "
desc = "精锐的玩家队伍 "
style = 0
date = { day = 3 month = january year = 1936 }
offset = 9
deathdate = { day = 30 month = december year = 1964 }
action_a = {
name = "ok"
command = { type = speed which = land value = 10 }
}
}
钢铁大志2汗青的霎时若何编写事务
type = construct which = [building type] where = [prov id/-1/-4] value = [additional size] 在某省份造设备,-1是随机省份,-4是已有该设备的随机省份,value =是造几个 (building type:ic工场、infrastructure根底设备、flak防空、land_fort陆地要塞、coastal_fort海岸要塞、air_base空军基地、naval_base海军基地、radar_station雷达站、rocket_test火箭测试场、nuclear_reactor核反响堆)但想不出来咋施行号令啊,除非你占领完省份立马复造出一份该省份的事务代码,然后F12,EVENT 运行下,若是靠电脑本身通过地皮归属停止判断,不说你电脑累死,你本身先得写死诘问
以前用秋刀鱼的修改器的时候里面就有把占领区里的建筑霎时建满的事务,可惜就是找不到啊
钢铁大志2中.德国接收维希法国的事务代码...急!!!少年放弃吧,没那个代码的,要不本身编写一个,不外有个美国和英国什么火炬事务,会让维系法国入轴心。
话说法国是战胜国,在欧洲影响力颇大,P社不成能根据汗青把维系法国做成傀儡,因为法国佬对那个很敏感。所以好像汪伪政府的维系法国,成了非傀儡的独立国度,实有点恶心的说
钢铁大志2 1 .3原版中共各事务包罗代码详细解释下我也英语残疾,不是也照玩!例如你看到文件夹里的ID=1009那个在random文件夹里能找到,尝尝效果就好了、想改的多点,就看数字改了以撤退退却出重进在用尝尝,就好了,不外要吧random=yes(no)改下
要不电脑也能够有,太逆天的都是NO
存档试效果。那个工具不是英语好就能翻译的。那个是游戏事务代码编纂表。
英文只是游戏施行号令代码英语好也未必能看的太懂。
其实不可你找翻译器尝尝。
event文件夹里面的你不是全都能用的到。再说CHC的事务不多。你全都尝尝就是了。你仍是玩CHI那个有挑战性!
求钢铁大志2汗青的霎时民国队伍无敌事务要能用急event = {id = 117039random = nopersistent = yesname = " 无敌戎行的本质 "desc = " 无敌戎行的本质 "style = 0action_a = {name = " 无敌戎行的本质 "mand = { type = task_efficiency which = airborne_assault value = 0.3 }#空降突袭mand = { type = task_efficiency which = naval_strike value = 0.3 }#海岸炮击mand = { type = task_efficiency which = amphibious_assault value = 0.3 }#两栖突击mand = { type = soft_attack which = land value = 3 }#陆军攻击力mand = { type = hard_attack which = land value = 3 }mand = { type = air_attack which = land value = 3 }mand = { type = air_defense which = land value = 3 }mand = { type = defensiveness which = land value = 15 }#陆军防御mand = { type = toughness which = land value = 15 }#陆军坚韧mand = { type = soft_attack which = sp_rct_artillery value = 3 }#火炮攻击力mand = { type = hard_attack which = sp_rct_artillery value = 3 }mand = { type = air_attack which = sp_rct_artillery value = 3 }mand = { type = air_defense which = sp_rct_artillery value = 3 }mand = { type = defensiveness which = sp_rct_artillery value = 15 }mand = { type = toughness which = sp_rct_artillery value = 15 }mand = { type = air_attack which = naval value = 3 }#海军攻击力mand = { type = air_defense which = naval value = 3 }mand = { type = soft_attack which = air value = 3 }#空军攻击力mand = { type = hard_attack which = air value = 3 }mand = { type = air_attack which = air value = 3 }mand = { type = air_defense which = air value = 3 }mand = { type = morale which = land value = 30 }#陆军士气mand = { type = max_anization which = land value = 30 }mand = { type = morale which = naval value = 30 }#海军士气mand = { type = max_anization which = naval value = 30 }mand = { type = morale which = air value = 30 }#空军士气mand = { type = max_anization which = air value = 30 }mand = { type = mountain_attack which = land value = 30 }#山地mand = { type = mountain_defense which = land value = 30 }mand = { type = mountain_move which = land value = 30 }mand = { type = hill_attack which = land value = 30 }#丘陵mand = { type = hill_defense which = land value = 30 }mand = { type = hill_move which = land value = 30 }mand = { type = desert_attack which = land value = 30 }#戈壁mand = { type = desert_defense which = land value = 30 }mand = { type = desert_move which = land value = 30 }mand = { type = forest_defense which = land value = 30 }#丛林mand = { type = swamp_defense which = land value = 30 }#池沼mand = { type = frozen_defense which = land value = 30 }mand = { type = snow_defense which = land value = 30 }mand = { type = blizzard_defense which = land value = 30 }mand = { type = rain_defense which = land value = 30 }mand = { type = storm_defense which = land value = 30 }mand = { type = muddy_defense which = land value = 30 }mand = { type = night_attack which = land value = 30 }#夜战mand = { type = night_defense which = land value = 30 }mand = { type = night_move which = land value = 30 }mand = { type = urban_attack which = land value = 30 }#巷战mand = { type = urban_defense which = land value = 30 }mand = { type = urban_move which = land value = 30 }mand = { type = build_cost which = land when = now where = relative value = -30 }#建形成本mand = { type = build_cost which = naval when = now where = relative value = -30 }mand = { type = build_cost which = air when = now where = relative value = -30 }mand = { type = build_time which = land when = now where = relative value = -30 }#建造时间mand = { type = build_time which = naval when = now where = relative value = -30 }mand = { type = build_time which = air when = now where = relative value = -30 }mand = { type = supply_consumption which = land value = -12.0 }#补给消耗mand = { type = supply_consumption which = naval value = -12.0 }mand = { type = supply_consumption which = air value = -12.0 }mand = { t诘问
那个,我的汗青的霎时mod无法利用
求汗青的霎时能用的