中世纪剧本修改(感谢武藏与小次郎兄提供)!
笔者以V1.1版为主(V1.0版有些改了会当机),修改目录/campmap/startpos/下的Early.txt(早期),High.txt(中期),Late.txt(晚期)档案.但部份内容仍有不明的,竭诚欢迎同好不吝补充,修改後之经验也欢迎一起分享与讨论,补充与讨论时可以第01,02.....项之(01),(02)....等方法比较容易理解.修改方法与幕府将军的Sengoku
Jidai.txt差不多,而且这次全军破敌有详细的英文说明,有经验的玩家可以自行阅读後修改.以下以Early.txt为例:
01.设定剧本名称
//========================================
//campaign name: can either be text or a
//label. Set predefined accordingly
//========================================
cn_predefined::true
cn_title::"Early Period Title"
cn_short_title::"Early Period Short Title"
02.设定剧本叙述
//========================================
//campaign description: can either be text
//or a label. set predefined accordingly
//========================================
cd_predefined::true
cd_line::"Era_Description_EARLY"
cd_predefined::true
03.设定剧本是否不会显示在一般战斗视窗(?)
//========================================
//hidden: set to true or false
//true means it won't show up on custom battle screens
//========================================
cd_hidden::false
04.设定剧本相关时间
//========================================
//Start Date
//The year in which this
//campaign will begin
//========================================
SetStartDate:: 1087 剧本开始时间(V1.1版改了不会当机)
SetPeriod:: EARLY 剧本开始时期--早期
SetEarlyPeriodStartDate:: 1087--早期开始时间
SetHighPeriodStartDate:: 1205--中期开始时间
SetLatePeriodStartDate:: 1321--晚期开始时间
PS.如有修改早中晚期开始时间,每次重开游戏的时候请先重新进入游戏的最初期,然後再载入记录档,这样记录档方会正常
05.决定省份与海域连结,设定目标省份可"通往"之其他省份,但是有最大15省之限制,否则会当机
//========================================
//How do the regions link together?
//Region in question first, followed
//by its neighbours.
//Regions can have a maximum number of
//15 neighbours. Any more and Medieval
//will crash.
//========================================
SetNeighbours:: ID_SCOTLAND ID_NORTH_UMBRIA ID_NORTH_SEA ID_NORTH_ATLANTIC
ID_IRISH_SEA
ID_SCOTLAND--指苏格兰省代码(请参照附录A),後面其他ID_XXXX指可通往之其他省份,如果要从苏格兰省可直接将军队棋子直接移往匈牙利,只要在其後添加匈牙利省代码ID_HUNGARY即可.
06.决定军队棋子从一省份移往某他省份时所遇到之气候,地区,地形,河流有无等,以从地图群中挑出适合之地图,玩家也可编辑地图供电脑选用,只要条件符合就有可能.
//========================================
//Border Info
//Attributes of borders between provinces
//and the maps available to each border
//========================================
SetBorderInfo:: ID_NORTH_UMBRIA ID_SCOTLAND 7480 4496 0 TEMPERATE
AT_WESTERN_EUROPEAN INLAND HLL2MNT NO_RIVER
(01)ID_NORTH_UMBRIA 出发省份代码(请参照附录A)
(02)ID_SCOTLAND 到达省份代码(请参照附录A)
(03)7480--(?)
(04)4496--(?)
(05)0--(?)
(06)TEMPERATE--指气候为温带(请参照附录D)
(07)AT_WESTERN_EUROPEAN--指建筑风格,为西欧式(请参照附录E)
(08)INLAND--指地形为内陆,另有COAST为沿海地形
(09)HLL2MNT--指地形代码(请参照附录F)
(10)NO_RIVER--指不会遇到河流地形,另有RIVER指会遇到河流地形
07.设定各省份城堡出现在战略地图上的座标(修改无益)
//========================================
//Region Castle coordinates
//Where the x,y position that the castle
//appears at in this region, once it's buil
//========================================
SetCastle:: ID_SCOTLAND 7144 4056
(01)ID_SCOTLAND 省份代码
(02)7144 X座标
(03)4056 Y座标
08.设定军队棋子在该省份时在战略地图上的座标(修改无益)
//========================================
//Region Origin coordinates
//Where the x,y position that pieces
//moving into this region head towards.
//========================================
SetOrigin:: ID_SCOTLAND 7448 2992
09.设定各省份港口出现在战略地图上的座标与方向(修改无益)
//========================================
//Region Port coordinates
//Where the x,y position and orientation
//of the port that appears in this region,
//once it's built.
//NOTE: If a SetPort isn't specified for a
//region, it's a assumed that that region
//can't have a port.
//========================================
SetPort:: ID_SCOTLAND 7576 3912 2
10.(?)(作用?)
//========================================
//Castle Map Groups
//specifies the number of castle map groups
//available to this start pos.
//This is needed for determining which
//castle maps are to be used for each region
//in siege battles.
//========================================
SetNumCastleMapGroups:: 4
11.设定各省份基本资料,如宗教文化,气候,地形,地区,河流有无等
//========================================
//Region Attributes
//The special characteristics for a region
//========================================
SetAttributes:: ID_AFRICA "Africa" 0 PAGAN_CULTURE ROCK_DESERT AT_ISLAMIC -1 0
"Africa Castle_xzy" INLAND FLAT NO_RIVER
(01)ID_AFRICA--省份代码(请参照附录A)
(02)"Africa"--省份名称,如想修改请改Name.txt档
(03)0--叛变等级,0最好,4最差(须放很多兵镇压)
(04)PAGAN_CULTURE--省份基本宗教文化(请参照附录G)
(05)ROCK_DESERT--省份基本气候地形(请参照附录D)
(06)AT_ISLAMIC 省份基本建筑风格(请参照附录E)
(07)-1--mapgroup(?)
(08)0--收入Income
(09)"Africa Castle_xzy"--城堡名称(如欲修改请改Names.txt)
(10)INLAND--指地形为内陆,另有COAST为沿海地形
(11)FLAT--指地形代码(请参照附录F)
(12)NO_RIVER--指不会遇到河流地形,另有RIVER指会遇到河流地形
12.(?)(作用?)
//============================================================================
// Adding ANY building MUST be done after the regions ATTRIBUTES have been set.
//============================================================================
13.(?)(作用?)
//========================================
//Castle Maps
//special castle maps. If there is a valid
//map available for this type of castle,
//specified, a castle battle is played on
//this map instead of a map from the mapgroup
//specify a list of castle upgrade types,
//followed by the name of the map associated
//with the upgrade
//========================================
//SetCastleMap:: ID_CONSTANTINOPLE 0 "constantinople" 1 "constantinople" 2
"constantinople" 3 "constantinople" 4 "constantinople" 5 "constantinople" 6
"constantinople" 7 "constantinople" 8 "constantinople" 9 "constantinople" 10
"constantinople" 11 "constantinople" 12 "constantinople" 13 "constantinople"
14.设定各省份资源与交易货物(资源可建矿区与铁匠铺,交易货物越多时有航线赚的越多,但一省份只能卖给他省份其没有的交易货物,因此如果所有省份都有全部的交易货物等於赚不到钱,只能内地交易)
//========================================
//Region Resources
//The resources available in a region.
//These have to be processed by buildings
//in the region before their benefits
//can be reaped.
//========================================
//========================================
//Region Goods Available
//The Goods available in a region.
//These are products that can be exploited
//immediately without requiring further
//buildings to be constructed.
//========================================
SetResources:: ID_SWEDEN COPPER IRON
SetTradableGoods:: ID_SWEDEN FURS FISH WOOD
(01)SetResources::设定资源(请参照附录H)
(02)SetTradableGoods::设定交易货物(请参照附录I)
15.该剧本可选择之国家(V1.1版全改也没问题)
//========================================
//Active Factions
//which factions are to appear in the game
//and which of these factions are playable
//========================================
SetActiveFaction:: FN_ALMOHAD FT_MAJOR
(01)FN_ALMOHAD--国家代码(请参照附录B)
(02)FT_MAJOR--可选择,另有FT_MINOR不可选择(V1.1版全改FT_MAJOR也没问题)
16.各国家在各难度时开始金钱
//========================================
//Starting Treasury
//Sets the amount of cash available to
//each faction at the start of the game.
//you can specify 4 values for the four
//difficulty levels in the order EASY,
//NORMAL, HARD and EXPERT. Specify only one
//value to start all difficulty levels with
//the same size treasury.
//If you don't set this, the default
//is 2000 florins for all difficulty levels.
//========================================
SetTreasury:: FN_ALMOHAD 10000 8000 6000 4000
(01)FN_ALMOHAD--国家代码(请参照附录B)
(02)10000--简易级(EASY)开始金钱
(03)8000---一般级(NORMAL)开始金钱
(04)6000---困难级(HARD)开始金钱
(05)4000---专家级(EXPERT)开始金钱
17.各国家基本宗教文化(请参照附录B,G)
//========================================
//Faction Cultures
//The culture system that each faction
//adheres to
//========================================
SetCulture:: FN_ALMOHAD MUSLIM_CULTURE
18.各国家主要忠於之宗教文化(请参照附录B,G)(不知与第17项有何不同)
//========================================
//Faction Religions
//The main faith of each of the factions
//========================================
SetReligion:: FN_ALMOHAD REL_ISLAMIC
19.各国家由电脑AI操纵时之文化与发展形态(有用吗?请讨论一下)
//========================================
//Faction Behaviour
//This is the default behaviour of each
//faction, various in game factor will
//alter it. Rebel are always set to REBEL
//these are the available options
//also note that these are related to the
//product spreadsheet
//CATHOLIC_EXPANSIONIST_CRUSADER 基督教文化+扩张型+十字军
//CATHOLIC_EXPANSIONIST 基督教文化+扩张型
//CATHOLIC_NAVAL_EXPANSIONIST 基督教文化+海权型+扩张型
//CATHOLIC_ISOLATIONIST 基督教文化+孤立型
//CATHOLIC_TRADER 基督教文化+贸易型
//CATHOLIC_CRUSADER_TRADER 基督教文化+十字军+贸易型
//CATHOLIC_DEFENSIVE_CRUSADER 基督教文化+防御型+十字军
//CATHOLIC_DEFENSIVE 基督教文化+防御型
//ORTHODOX_EXPANSIONIST 东正教文化+扩张型
//ORTHODOX_STAGNANT 东正教文化+停滞型
//ORTHODOX_DEFENSIVE 东正教文化+防御型
//MUSLIM_EXPANSIONIST 伊斯兰文化+扩张型
//MUSLIM_PEACEFUL 伊斯兰文化+和平型
//MUSLIM_DEVOUT 伊斯兰文化+虔敬型
//POVERTY_STRICKEN 贫穷+灾难侵袭
//DESPERATE_DEFENCE 绝望+防御型
//CLOSE_TO_SUPPORT_LIMIT (?)
//POPE 教廷
//BARBARIAN_RAIDER 野蛮人+骑兵型
//REBELS 叛军
//========================================
SetBehaviour:: FN_ALMOHAD MUSLIM_PEACEFUL
20.各国家旗帜(修改无益)
//========================================
//Faction Shields
//the filenames of the large and small
//shield images that each faction uses.
//These should be BIF images and stored in
//"campmap/shields"
//========================================
//faction name, large image name, small image name
SetShieldImage:: FN_ALMOHAD "Almohad_lge" "Almohad_sml"
21.剧本开始时各省份其拥有国家(请参照附录A,B)
//========================================
//Region Owners
//How the regions are divided up. Specify
//an owner, or control is given over to
//rebels by default
//NOTE: Sea regions shouldn't be owned.
//========================================
//major faction lands
//===================
SetRegionOwner:: ID_ALGERIA FN_ALMOHAD
22.剧本开始时各省份由叛军占领时的叛军种族名称(请参照附录A)
//rebel lands
//===========
//SetRegionOwner:: ID_FINLAND(请参照附录A) Finns(种族名称)
23.剧本开始时各海域拥有者(请参照附录A,B)
//seas
//====
//SetRegionOwner:: ID_NORTH_ATLANTIC(海域代码) FN_NONE(无人拥有)
24.各省份领主的属性加成(请讨论一下)
//========================================
//Region Governor Titles
//Each region should have a governorship
//available, to be awarded to a general
//========================================
//AddTitle:: ID_WESSEX "Warden Of The Royal Privies" +1 +1 +1 -1 +1 -1 -1
(01)ID_WESSEX--省份代码(请参照附录A)
(02)"Warden Of The Royal Privies"--领主称号
(03)+1 忠诚度loyalty--越高将军越不易叛变,最大9
(04)+1 敏锐acumen--越高收税越多但领地忠诚度会越低,最大9
(05)+1 恐惧dread--越高领地忠诚度会越高,最大9(如讨厌叛变可改此数值^_^)
(06)-1 命令warcraft(即星星数,指挥部队作战的能力)--越高所率领之军队军威越高,最大9
(07)+1 虔诚piety--越高领地同宗教越多时支持度越高十字军或圣战所吸的兵力越多,最大9
(08)-1 邪恶指数vice_index--(?)(作用?)
(09)-1 美德指数virtue_index--(?)(作用?)
25.各国家政府机关(特殊建物,如海军部)的属性加成
//========================================
//Faction Offices
//These act like titles, but only appear on
//the map when the associated building has
//been built.
//========================================
AddOffice:: FN_ALMOHAD royal_palace "Qadi al-Quda" +2 +2 0 0 0 0 0
(01)FN_ALMOHAD--国家代码(请参照附录B)
(02)royal_palace--建物代码(请参照附录C)
(03)"Qadi al-Quda"--特殊建物所产生的特殊头衔名称
(04)+2 忠诚度loyalty--越高将军越不易叛变,最大9
(05)+2 敏锐acumen--越高收税越多但领地忠诚度会越低,最大9
(06)0 恐惧dread--越高领地忠诚度会越高,最大9
(07)0 命令warcraft(即星星数,指挥部队作战的能力)--越高所率领之军队军威越高,最大9
(08)0 虔诚piety--越高,领地同宗教越多时,支持度越高,十字军或圣战所吸的兵力越多,最大9
(09)0 邪恶指数vice_index--(?)(作用?)
(10)0 美德指数virtue_index--(?)(作用?)
[ Last edited by kong12 on 2004.06.24 at 19:40 ]