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罗马全面战争1.5全兵种数据(重制版)

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刺客镇楼:谁不服的,吃我一锤。
据很多吧友说我之前发的那个兵种数据帖有很多吞楼,所以现在重新复制一下。这次的内容有部分会与原帖不同,兵种评价会重新做。


IP属地:浙江1楼2019-10-28 23:35回复
    按照惯例,还是先罗马亲儿子,开更前请容我先去提取一下文件,由于大量内容要重做,更新会比较慢。兵种数据方面我会直接复制文件并翻译,尽量避免错误。


    IP属地:浙江2楼2019-10-28 23:37
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      所以更新在哪,快更啊


      IP属地:福建来自Android客户端3楼2019-10-29 00:22
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        忘了忘了,首先要和大家讲一下兵种数据文件的事,兵种数据是游戏文件夹里的Data文件夹下的export_descr_unit.txt这个文件,如果大家想要查相关兵种的数据可以直接看这个文件,不过都是英文,英文苦手的话那就直接看我的帖子吧
        首先是基础介绍,简单翻译一下:
        ; RTW Unit Details spreadsheet-generated unit descriptions
        ;
        ;Data entries are as follows
        ; Type The internal name of the unit. Note this not necessarily the same as the on screen name(兵种名称)注:指内部文件所指的兵种名称
        ; dictionary The tag used to look up the on screen name(兵种介绍)
        ;
        ;Category and class define the rough type of the unit. They're used for setting some
        ;default attributes and for determining where units go in formation amongst other things
        ; category infantry, cavalry, siege, handler, ship or non_combatant(兵种类型:步兵、骑兵、攻城武器、驯兽员、船只、非战斗人员)
        ; class light, heavy, missile or spearmen(士兵种类:轻装、重装、远程和矛兵)注:这个主要是影响战斗开局的布阵,对兵种相克的影响不详。
        ;
        ; voice_type Used to determine the type of voice used by the unit(兵种声音)
        ;
        ; soldier Name of the soldier model to use (from descr_models_battle.txt)(对应的兵种模型)
        ; followed by the number of ordinary soldiers in the unit(标准模式下的部队人数)
        ; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)(猪狗大象战车或攻城武器的数量)
        ; followed by the collision mass of the men. 1.0 is normal. Only applies to infantry(部队重量,1.0为默认)注:只对步兵有效,骑兵战象啥的另外计算。重量重的话越容易在近战中将敌人往后推,骑兵也更难冲乱步兵的阵型。
        ; officer Name of officer model. There may be up to 0-3 officer lines per unit(队长的数量,最多3个)
        ; ship Type of ship used if applicable(船只类型)
        ; engine Type of siege engine used by unit(攻城武器类型)
        ; animal The type of non ridden on animals used by the unit(动物)
        ; mount Type of animal or vehicle ridden on(马匹)
        ;
        ; mount_effect Factors to add when in combat against enemy units that have the specified mounts
        ; Up to three factors may be specified, which may be classes of mount, or specific types(对骑乘单位加成,比如elephant -8就是对战象攻击-8)
        ;
        ; attributes A miscellanious list of attributes and abilities the unit may have. Including(技能)
        ; sea_faring = can board ships(可以上船,基本上所有单位都有,没有的不能坐船)
        ; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the unit can hide(在各种地形上的隐藏能力,依次为可以隐藏在森林中,擅长隐藏在森林中,擅长隐藏在长草中,可以随处隐藏)
        ; can_sap = Can dig tunnels under walls(可以挖地道)
        ; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types(惊吓马匹、步兵或所有)
        ; can_run_amok = Unit may go out of control when riders lose control of animals(可以发狂,卷镰战象专属)
        ; general_unit = The unit can be used for a named character's bodyguard(将军单位)
        ; cantabrian_circle = The unit has this special ability(环形骑射阵)
        ; no_custom = The unit may not be selected in custom battles(自定义战斗不可用,这个原版没有,在bi里会出现,有这个的话部队不会出现在自定义战斗列表中,只能出现在历史会战或帝国战役里)
        ; command = The unit carries a legionary eagle, and gives bonuses to nearby units(鹰旗)
        ; mercenary_unit = The unit is s mercenary unit available to all factions(雇佣兵)
        ;
        ; formation soldier spacing (in metres) side to side, then front to back for close formation(阵型数据,队形的宽度、列数之类的数据)
        ; followed by the same measurements in loose formation.
        ; followed by the default number of ranks for the unit
        ; followed by the formations possible for the unit. One or two of
        ; square, horde, phalanx, testudo, or wedge(方阵、散阵、长枪方阵、龟甲阵、楔形阵)
        ;
        ; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
        ; Ridden horses and camels do not have separate hit points(生命值,后面那个是坐骑或动物的生命值)
        ;
        ;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
        ; stat_pri From left to right
        ; attack factor(攻击力)
        ; attack bonus factor if charging(冲锋)
        ; missile type fired (no if not a missile weapon type)(投射武器类型)
        ; range of missile(射程)
        ; amount of missile ammunition per man(弹药)
        ; Weapon type = melee, thrown, missile, or siege_missile(投射武器类型)
        ; Tech type = simple, other, blade, archery or siege(武器类型,好像是影响升级的)
        ; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)(伤害类型,貌似无乱用)
        ; Sound type when weapon hits = none, knife, mace, axe, sword, or spear(武器音效)
        ; Min delay between attacks (in 1/10th of a second)(最小延迟:应该是武器攻击速度的意思)
        ; stat_pri_attr
        ; primary weapon attributes any or all of(武器属性)
        ; ap = armour piercing. Only counts half of target's armour(破甲)
        ; bp = body piercing. Missile can pass through men and hit those behind(穿刺)
        ; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry(长矛:对骑兵加成,对步兵扣除,长矛武器一般都有这个属性,所以矛兵是打不过同属性剑盾的,因为会减攻击,骑兵用的矛没有这个属性)
        ; long_pike = Use very long pikes. Phalanx capable units only(超长枪)
        ; short_pike = Use shorter than normal spears. Phalanx capable units only(短超长枪,这翻译真别扭,说的就是希腊重步这种)
        ; prec = Missile weapon is only thrown just before charging into combat(冲锋前投掷,有这个技能的话扔了牙签之后就会掏出副武器打冲锋)
        ; thrown = The missile type if thrown rather than fired(投掷武器)
        ; launching = attack may throw target men into the air(击飞,会把敌人打到天上)
        ; area = attack affects an area, not just one man(范围攻击)
        ;
        ;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
        ;then the secondary weapon details refer to their attacks. If the unit has missile weapons
        ;the secondary weapon will be the one used for melee
        ;If the unit has a primary melee weapon, it may have a secondary side arm
        ; stat_sec As per stat_pri (a value of no means no secondary weapon)
        ; stat_sec_attr As per stat_pri_attr这段很复杂而且无卵用,大家只要理解stat_pri是主武器,stat_sec是副武器就可以了。
        ;
        ; stat_pri_armour Details of the man's defences
        ; armour factor(盔甲防御)
        ; defensive skill factor (not used when shot at)(防御技能)
        ; shield factor (only used for attacks from the front of left)(盾牌防御)
        ; sound type when hit = flesh, leather, or metal(盔甲音效)
        ;
        ; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
        ; As per stat_pri_armour, except that the shield entry is ommited(坐骑盔甲)
        ;
        ; stat_heat Extra fatigue suffered by the unit in hot climates(受炎热影响,越高越不耐热,体力流失越快)
        ;
        ; stat_ground Combat modifiers on different ground types. From left to right
        ; scrub, sand, forest, snow(地形加成:灌木、沙漠、森林、雪地)
        ; stat_mental The base morale level, followed by discipline and training
        ; discipline may be normal, low, disciplined or imperuous. Impetuous units may charge without orders
        ; training determines how tidy the unit's formation is(士气、训练和纪律,训练影响阵型整齐度,纪律影响部队是不是听指挥,纪律低的较难指挥甚至可能擅自冲锋)
        ;
        ; stat_charge_distance Distance from the enemy that the unit will begin charging(冲锋距离)
        ; stat_fire_delay Ectra delay over that imposed by animation, hetween volleys(射击延迟?不懂)
        ;
        ; stat_food No longer used(食物消耗,这个功能已经取消,无卵用了)
        ; stat_cost Number of turns to build,(训练时间)
        ; Cost of unit to construct(招募费)
        ; Cost of upkeep(维护费)
        ; Cost of upgrading weapons(武器升级费用)
        ; Cost of upgrading armour(盔甲升级费用)
        ; Cost for custom battles(自定义招募费)
        ; stat_ownership List of factions and cultures that may have this unit(派系所属)


        IP属地:浙江4楼2019-10-29 00:24
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          先拿农民试一下手,这里会有翻译,后面就没有了,不过我会在兵种介绍里面再讲的:
          type roman peasant(罗马农民)
          dictionary roman_peasant ; Peasants
          category infantry(步兵)
          class light(轻装)
          voice_type Light_1
          soldier roman_peasant, 60, 0, 0.7(标准人数60,重量0.7)
          attributes sea_faring, hide_forest, can_sap(技能可以上船,可以隐藏在森林中,可挖坑道)
          formation 1.2, 1.8, 2.4, 2.4, 6, horde(散阵)
          stat_health 1, 0(生命值1)
          stat_pri 1, 0, no, 0, 0, melee, simple, piercing, knife, 25 ,1(攻击1冲锋0)
          stat_pri_attr no
          stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1(无副武器)
          stat_sec_attr no
          stat_pri_armour 0, 1, 0, flesh(防御三维:甲0防1盾0)
          stat_sec_armour 0, 0, flesh
          stat_heat 1(炎热影响1)
          stat_ground 2, 0, 0, 0(地形加成(灌木2沙漠0森林0雪地0))
          stat_mental 0, low, untrained(士气0,低纪律,无训练)
          stat_charge_dist 30(冲锋距离30)
          stat_fire_delay 0
          stat_food 60, 300
          stat_cost 1, 100, 100, 20, 30, 100(招募回合1)
          ownership roman(罗马派系:包括三家罗马、元老院和罗马叛军)
          训练地点:总督宅院
          农民是罗马全战里最基础的“兵”,也是最烂的兵,不过在普罗柯比之叹的名帖(现在应该已经被度娘吞掉了)论罗马三大第一兵种里面他是步兵的第一名,理由是——所有修改兵种的默认图片都是农民所以无论你怎么魔改兵种,只要不设置兵牌和贴图,他的图标和介绍就都是农民
          好了回归正题,农民这个部队不是上战场打仗的,上去也是帮倒忙,不过实用性却是非常高,几乎必出。因为他非常便宜,招募维护都只有100,人数还超编,所以拿来压治安最合适。罗马全战的驻军治安和部队人数与人口的比例有关,所以部队数量越多,压治安效果最好,所以拿农民压治安是最理想的选择(这个都不知道的话你玩罗马全战就白玩了)。其他派系的农民也大同小异,以后就只贴数据不详细介绍了。


          IP属地:浙江5楼2019-10-29 00:50
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            今天先到这儿,I must 休息,明天晚上继续更新


            IP属地:浙江来自Android客户端6楼2019-10-29 00:56
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              干脆以后图、数据和简介分开发好了,增加楼层数


              IP属地:浙江来自Android客户端7楼2019-10-29 00:58
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                这就是你偷懒的理由


                IP属地:福建来自Android客户端8楼2019-10-29 01:27
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                  IP属地:广东来自Android客户端9楼2019-10-29 02:13
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                    来了来了


                    IP属地:山东来自Android客户端10楼2019-10-29 07:28
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                      IP属地:辽宁来自Android客户端12楼2019-10-29 08:08
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                        恭顶大佬光复神贴


                        IP属地:上海来自Android客户端13楼2019-10-29 09:12
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                          楼主加油


                          IP属地:辽宁来自Android客户端15楼2019-10-29 10:39
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                            萌新一枚,求问大佬动乱都和什么有关啊


                            16楼2019-10-29 10:54
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