??xml version="1.0" encoding="utf-8" standalone="yes"?>国产偷v国产偷v亚洲高清,亚洲高清最新av网站,亚洲动漫精品无码av天堂http://www.tkk7.com/DreamAngel/category/42686.html如果你希望成功,以恒心ؓ良友Q以l验为参谋,以小心ؓ兄弟Q以希望为哨c?/description>zh-cnTue, 26 Jan 2010 14:17:40 GMTTue, 26 Jan 2010 14:17:40 GMT60Spr文g详解http://www.tkk7.com/DreamAngel/archive/2010/01/26/310900.html飞翔天飞翔天Tue, 26 Jan 2010 13:36:00 GMThttp://www.tkk7.com/DreamAngel/archive/2010/01/26/310900.htmlhttp://www.tkk7.com/DreamAngel/comments/310900.htmlhttp://www.tkk7.com/DreamAngel/archive/2010/01/26/310900.html#Feedback0http://www.tkk7.com/DreamAngel/comments/commentRss/310900.htmlhttp://www.tkk7.com/DreamAngel/services/trackbacks/310900.htmlL电脑中的囄.bmp?gif{等Q注意:所有图片的长宽都要?的倍数Q比?X8 16X8 64X24{等?br /> 使用photoshop来编辑,所有的囄都得用烦?56Ԍ具体Ҏ如下Q?br /> 打开你要转换的图片的源文Ӟ“囑փ”里找?#8220;囑փ大小”Q调整一下大?br /> 然后再在“囑փ”里面扑ֈ“模式”Q选择里面?#8220;索引颜色”?br /> 然后出来一个对话框Q调板栏选择“局部(可选择Q?#8221;Q然后就?56色的?br /> 选择“?#8221;?br /> OKQ点“文g”然后?#8220;储存?#8221;Q这时候选择.bmp文gQ就大功告成了?br /> Sprite = {
     Bitmap = "T-CAVALRY A-FIRE C-MIN L-1 D-E.bmp"
     Origin = { x = 56 y = 62 }
     Frames = 15
     Speed = 8
     Palette = "T-CAVALRY C-MIN L-1.bmp"
}
其中Bitmap=内部的|是\gfx\map\units\bmp 里面的图片名Uͼ坐标与兵U的寚w有关Qframes是?speed应该是播攄速度Q至于T-CAVALRY C-MIN L-1.bmp应该是存在于\gfx\palette下的一个颜色文Ӟ4*4像素Q是调背景色用的Q如果选择错误也会造成光|出现杂色的点甚至无法正常昄{问题?



飞翔天 2010-01-26 21:36 发表评论
]]>
mds3.04U技lID的重新编?/title><link>http://www.tkk7.com/DreamAngel/archive/2009/12/15/306063.html</link><dc:creator>飞翔天</dc:creator><author>飞翔天</author><pubDate>Tue, 15 Dec 2009 12:36:00 GMT</pubDate><guid>http://www.tkk7.com/DreamAngel/archive/2009/12/15/306063.html</guid><wfw:comment>http://www.tkk7.com/DreamAngel/comments/306063.html</wfw:comment><comments>http://www.tkk7.com/DreamAngel/archive/2009/12/15/306063.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.tkk7.com/DreamAngel/comments/commentRss/306063.html</wfw:commentRss><trackback:ping>http://www.tkk7.com/DreamAngel/services/trackbacks/306063.html</trackback:ping><description><![CDATA[?位数字组成,?位从100——xxxQ表C国家代码,?位从01——xxQ表C国家的科技l代码? <div style="border-right: #cccccc 1px solid; padding-right: 5px; border-top: #cccccc 1px solid; padding-left: 4px; font-size: 13px; padding-bottom: 4px; border-left: #cccccc 1px solid; width: 98%; word-break: break-all; padding-top: 4px; border-bottom: #cccccc 1px solid; background-color: #eeeeee"><img src="http://www.tkk7.com/images/OutliningIndicators/None.gif" align="top" alt="" /><span style="color: #0000ff">import</span><span style="color: #000000"> java.io.</span><span style="color: #000000">*</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/None.gif" align="top" alt="" /></span><span style="color: #0000ff">import</span><span style="color: #000000"> java.util.</span><span style="color: #000000">*</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/None.gif" align="top" alt="" /><br /> <img id="Codehighlighter1_58_961_Open_Image" onclick="this.style.display='none'; Codehighlighter1_58_961_Open_Text.style.display='none'; Codehighlighter1_58_961_Closed_Image.style.display='inline'; Codehighlighter1_58_961_Closed_Text.style.display='inline';" src="http://www.tkk7.com/images/OutliningIndicators/ExpandedBlockStart.gif" align="top" alt="" /><img id="Codehighlighter1_58_961_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_58_961_Closed_Text.style.display='none'; Codehighlighter1_58_961_Open_Image.style.display='inline'; Codehighlighter1_58_961_Open_Text.style.display='inline';" src="http://www.tkk7.com/images/OutliningIndicators/ContractedBlock.gif" align="top" alt="" /></span><span style="color: #0000ff">public</span><span style="color: #000000"> </span><span style="color: #0000ff">class</span><span style="color: #000000"> Terms </span><span id="Codehighlighter1_58_961_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.tkk7.com/Images/dot.gif" alt="" /></span><span id="Codehighlighter1_58_961_Open_Text"><span style="color: #000000">{<br /> <img id="Codehighlighter1_119_959_Open_Image" onclick="this.style.display='none'; Codehighlighter1_119_959_Open_Text.style.display='none'; Codehighlighter1_119_959_Closed_Image.style.display='inline'; Codehighlighter1_119_959_Closed_Text.style.display='inline';" src="http://www.tkk7.com/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top" alt="" /><img id="Codehighlighter1_119_959_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_119_959_Closed_Text.style.display='none'; Codehighlighter1_119_959_Open_Image.style.display='inline'; Codehighlighter1_119_959_Open_Text.style.display='inline';" src="http://www.tkk7.com/images/OutliningIndicators/ContractedSubBlock.gif" align="top" alt="" />    </span><span style="color: #0000ff">public</span><span style="color: #000000"> </span><span style="color: #0000ff">static</span><span style="color: #000000"> </span><span style="color: #0000ff">void</span><span style="color: #000000"> main(String args[]) </span><span style="color: #0000ff">throws</span><span style="color: #000000"> IOException </span><span id="Codehighlighter1_119_959_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.tkk7.com/Images/dot.gif" alt="" /></span><span id="Codehighlighter1_119_959_Open_Text"><span style="color: #000000">{<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />        String line </span><span style="color: #000000">=</span><span style="color: #000000"> </span><span style="color: #0000ff">null</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />        File fl </span><span style="color: #000000">=</span><span style="color: #000000"> </span><span style="color: #0000ff">new</span><span style="color: #000000"> File(</span><span style="color: #000000">"</span><span style="color: #000000">E:\\terms</span><span style="color: #000000">"</span><span style="color: #000000">);<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />        String[] files </span><span style="color: #000000">=</span><span style="color: #000000"> fl.list();<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />        File f </span><span style="color: #000000">=</span><span style="color: #000000"> </span><span style="color: #0000ff">null</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />        </span><span style="color: #0000ff">int</span><span style="color: #000000"> m </span><span style="color: #000000">=</span><span style="color: #000000"> </span><span style="color: #000000">100</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />        <br /> <img id="Codehighlighter1_273_956_Open_Image" onclick="this.style.display='none'; Codehighlighter1_273_956_Open_Text.style.display='none'; Codehighlighter1_273_956_Closed_Image.style.display='inline'; Codehighlighter1_273_956_Closed_Text.style.display='inline';" src="http://www.tkk7.com/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top" alt="" /><img id="Codehighlighter1_273_956_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_273_956_Closed_Text.style.display='none'; Codehighlighter1_273_956_Open_Image.style.display='inline'; Codehighlighter1_273_956_Open_Text.style.display='inline';" src="http://www.tkk7.com/images/OutliningIndicators/ContractedSubBlock.gif" align="top" alt="" />        </span><span style="color: #0000ff">for</span><span style="color: #000000"> (String file : files) </span><span id="Codehighlighter1_273_956_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.tkk7.com/Images/dot.gif" alt="" /></span><span id="Codehighlighter1_273_956_Open_Text"><span style="color: #000000">{<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            f </span><span style="color: #000000">=</span><span style="color: #000000"> </span><span style="color: #0000ff">new</span><span style="color: #000000"> File(fl, file);<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            String filename </span><span style="color: #000000">=</span><span style="color: #000000"> f.getName();<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            BufferedReader in </span><span style="color: #000000">=</span><span style="color: #000000"> </span><span style="color: #0000ff">new</span><span style="color: #000000"> BufferedReader(</span><span style="color: #0000ff">new</span><span style="color: #000000"> FileReader(f));            <br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            String content </span><span style="color: #000000">=</span><span style="color: #000000">""</span><span style="color: #000000">;<br /> <img id="Codehighlighter1_466_509_Open_Image" onclick="this.style.display='none'; Codehighlighter1_466_509_Open_Text.style.display='none'; Codehighlighter1_466_509_Closed_Image.style.display='inline'; Codehighlighter1_466_509_Closed_Text.style.display='inline';" src="http://www.tkk7.com/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top" alt="" /><img id="Codehighlighter1_466_509_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_466_509_Closed_Text.style.display='none'; Codehighlighter1_466_509_Open_Image.style.display='inline'; Codehighlighter1_466_509_Open_Text.style.display='inline';" src="http://www.tkk7.com/images/OutliningIndicators/ContractedSubBlock.gif" align="top" alt="" />            </span><span style="color: #0000ff">while</span><span style="color: #000000"> ((line </span><span style="color: #000000">=</span><span style="color: #000000"> in.readLine()) </span><span style="color: #000000">!=</span><span style="color: #000000"> </span><span style="color: #0000ff">null</span><span style="color: #000000">) </span><span id="Codehighlighter1_466_509_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.tkk7.com/Images/dot.gif" alt="" /></span><span id="Codehighlighter1_466_509_Open_Text"><span style="color: #000000">{<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />                content </span><span style="color: #000000">+=</span><span style="color: #000000"> line</span><span style="color: #000000">+</span><span style="color: #000000">"</span><span style="color: #000000">\n</span><span style="color: #000000">"</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />                </span><span style="color: #0000ff">break</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top" alt="" />            }</span></span><span style="color: #000000">            <br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            String s </span><span style="color: #000000">=</span><span style="color: #000000"> String.valueOf(m);<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            </span><span style="color: #0000ff">int</span><span style="color: #000000"> n </span><span style="color: #000000">=</span><span style="color: #000000"> </span><span style="color: #000000">1</span><span style="color: #000000">;            <br /> <img id="Codehighlighter1_606_833_Open_Image" onclick="this.style.display='none'; Codehighlighter1_606_833_Open_Text.style.display='none'; Codehighlighter1_606_833_Closed_Image.style.display='inline'; Codehighlighter1_606_833_Closed_Text.style.display='inline';" src="http://www.tkk7.com/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top" alt="" /><img id="Codehighlighter1_606_833_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_606_833_Closed_Text.style.display='none'; Codehighlighter1_606_833_Open_Image.style.display='inline'; Codehighlighter1_606_833_Open_Text.style.display='inline';" src="http://www.tkk7.com/images/OutliningIndicators/ContractedSubBlock.gif" align="top" alt="" />            </span><span style="color: #0000ff">while</span><span style="color: #000000"> ((line </span><span style="color: #000000">=</span><span style="color: #000000"> in.readLine()) </span><span style="color: #000000">!=</span><span style="color: #000000"> </span><span style="color: #0000ff">null</span><span style="color: #000000">) </span><span id="Codehighlighter1_606_833_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.tkk7.com/Images/dot.gif" alt="" /></span><span id="Codehighlighter1_606_833_Open_Text"><span style="color: #000000">{<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />                </span><span style="color: #0000ff">int</span><span style="color: #000000"> k </span><span style="color: #000000">=</span><span style="color: #000000"> line.indexOf(</span><span style="color: #000000">"</span><span style="color: #000000">;</span><span style="color: #000000">"</span><span style="color: #000000">);                <br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />                String t </span><span style="color: #000000">=</span><span style="color: #000000"> String.valueOf(n);<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />                String tmp </span><span style="color: #000000">=</span><span style="color: #000000"> </span><span style="color: #000000">""</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />                </span><span style="color: #0000ff">for</span><span style="color: #000000"> (</span><span style="color: #0000ff">int</span><span style="color: #000000"> i </span><span style="color: #000000">=</span><span style="color: #000000"> </span><span style="color: #000000">0</span><span style="color: #000000">; i </span><span style="color: #000000"><</span><span style="color: #000000"> </span><span style="color: #000000">2</span><span style="color: #000000"> </span><span style="color: #000000">-</span><span style="color: #000000"> t.length(); i</span><span style="color: #000000">++</span><span style="color: #000000">)<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />                    tmp </span><span style="color: #000000">+=</span><span style="color: #000000"> </span><span style="color: #000000">"</span><span style="color: #000000">0</span><span style="color: #000000">"</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />                t </span><span style="color: #000000">=</span><span style="color: #000000"> tmp </span><span style="color: #000000">+</span><span style="color: #000000"> t;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />                content </span><span style="color: #000000">+=</span><span style="color: #000000"> s</span><span style="color: #000000">+</span><span style="color: #000000">t</span><span style="color: #000000">+</span><span style="color: #000000">line.substring(k)</span><span style="color: #000000">+</span><span style="color: #000000">"</span><span style="color: #000000">\n</span><span style="color: #000000">"</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />                n</span><span style="color: #000000">++</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top" alt="" />            }</span></span><span style="color: #000000"><br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            </span><span style="color: #008000">//</span><span style="color: #008000"> System.out.println(t);</span><span style="color: #008000"><br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" /></span><span style="color: #000000">            FileWriter out </span><span style="color: #000000">=</span><span style="color: #000000"> </span><span style="color: #0000ff">new</span><span style="color: #000000"> FileWriter(f);<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            out.write(content);<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            out.close();<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            <br /> <img src="http://www.tkk7.com/images/OutliningIndicators/InBlock.gif" align="top" alt="" />            m</span><span style="color: #000000">++</span><span style="color: #000000">;<br /> <img src="http://www.tkk7.com/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top" alt="" />        }</span></span><span style="color: #000000"><br /> <img src="http://www.tkk7.com/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top" alt="" />    }</span></span><span style="color: #000000"><br /> <img src="http://www.tkk7.com/images/OutliningIndicators/ExpandedBlockEnd.gif" align="top" alt="" />}</span></span></div> <img src ="http://www.tkk7.com/DreamAngel/aggbug/306063.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.tkk7.com/DreamAngel/" target="_blank">飞翔天</a> 2009-12-15 20:36 <a href="http://www.tkk7.com/DreamAngel/archive/2009/12/15/306063.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>DA1.3 ai文g深入研究http://www.tkk7.com/DreamAngel/archive/2009/11/21/303165.html飞翔天飞翔天Sat, 21 Nov 2009 12:43:00 GMThttp://www.tkk7.com/DreamAngel/archive/2009/11/21/303165.htmlhttp://www.tkk7.com/DreamAngel/comments/303165.htmlhttp://www.tkk7.com/DreamAngel/archive/2009/11/21/303165.html#Feedback0http://www.tkk7.com/DreamAngel/comments/commentRss/303165.htmlhttp://www.tkk7.com/DreamAngel/services/trackbacks/303165.html?#8230;\ai的目錄Q有各國的AIa定Q?#8230;\ai\GlobalWar是劇情AIQ?#8230;\ai\switch則是另外d
以下大部份內容參?2區Q大致如下:版本Q?.3B1Q以德國1936Z

若該國沒有專屬AIQ則採用default.aiQ此外,若該國有屬AIQ隨著時間運行,電腦會配合swich與event扑ְ相對應的AI文g套用Q否則,載入遊戲時的初始AI文g一路用到底,另外Q因swich或event而套用的新AI文g(有些只有q行)Q是採用替換的方式,新AI文g中相同的內容覆蓋舊AIQ其他的仍保留,並非全面更新

Zi省版面Q有些重覆的內容我刪了,有些沒有的我加上Q不是原版的Q以下的每一個參數設定,有些也不是必須的

switch = (yes/no)
AI是否隨著q代找最適的AI文gQ?2區指默認為YESQ但是我看大部䆾的設定都是NOQ也是說,36q開局的電腦AI是一直採?6q的a定……然後再利用事件來聯結其他的AI文g做改變,x是聯i到那個AI檔,我對事g不熟悉,高手指點一下吧

flags = {
   }
這個我不懂…扑ր會E式語言的來說明吧,反正是個變量的控制代碼…一般的AI文g中不多,大致上就是符合FLAGS內的條g時,改為埯某些數據Q或是觸g些其他的事g

max_front_ratio = 1.2   
前線最大佈늎Q愈高動用部隊愈?一般默認為4.0)Qd?6q設定為1.2Q?4q拉高到6.0
單來說Q就是敵人在邊界放一個師QAI放1.2個師(當然是能力許可狀?

max_front_ratios = {  
SOV = 1.5
}

同上Q前R佈늎Q但針對特定國家(玩家除外)

max_garrison_prop = 0.30
min_garrison_prop = 0.20

「戰爭時」國土兵力最大與最的駐防?反游?    區間為0-1

neutrality = 90.000        
接受同盟與軍事通行的可能性,愈高愈難Qd?6q是90Q?9q降?0(開戰了才坦然接受弟)
(這個數值會影響加入聯盟的意,一般中立國家約100-150Q再配合國家政策Q設定成150的話Q基本上׃會加入Q何聯盟了)

war = 0  
d宣戰率Qd?6q設定為0Q?9q拉高到50

reinforcement = 0.3000
分配i增援ic的最大比?0.0-1.0)

upgrading = 0.3500
分配i升級ic的最大比?0.0-1.0)

desperation = 0.3
被敵Z領的ic過這個比例,會觸發絕望模?#8230;後果是瘋狂造民兵,區間似乎是0-1

strat_redeploy_threshold = 50
戰略轉移最大時?(?
max_redeploying = 0.05
同一時間Qai戰轉的最大部隊比?默認?.25)

exp_force_ratio = 0.0
zN遠征軍比?預設值為0.75)區間為0-1
exp_force_ratios = { }
同上Q但針對特定國家
no_exp_forces_to = { JAP VIC }  
不派遣遠征軍的國?br />

evac_islands =  yes/no
AI是否會主動徹Z價值的島嶼

use_offensive_supply =  yes/no  
AI是否會用攻勢補i?br /> max_fuel_offensive =  value     
每單位攻勢補i用的最大燃?默認?00)

###################################
# Diplomacy     外交
###################################

combat = {
ENG = 50
FRA = 70
}  

優先L國家Q先法再?br />
demand_claims = {   
POL
AUS
}

如果該國擁有本國的核心領土,AI會向該國索要領土

claim_acceptance =  value   
AI接受索要領土的機?可為負|表不接受)

befriend = {   
SPA = 20
ITA = 60
SWE = 10
}

AI求改善關係或同?數值愈高愈I極)

protect = {   
ROM = 80
AUS = 300
}

ai保障獨立國家Q數值愈高ai愈干?#8230;(國的話名單會落落長…AUS居然高達300)

target = {     
#Austria
373 = 80 # Lech
#Poland
303 = 50 # Danzig

#Baltic States
206 = 50 # Memel
}

AI作戰目標省䆾Q同樣,後方的數值愈高愈I極

liberate = {
FIN
}
AI會放出的傀儡國

resistance = {     
ROM = x
}

外交zd的困難度(0-10)Q愈低愈?br />
以下皆為交易內容
trade = {
cancel_deal_threshold = 2

取消貿易協定的可能?默認4.0)Q愈低愈Ҏ取消不利的交?br />
energy   = -1
rare_materials  = -1
metal   = -1
oil   = -1
supplies  = -1
money   = -1

-1表示依照…db\resource_values.csv內的價|若不是設?1Q則以這的數值為?br />
favored = {
  SWE = 150
  ROM = 150
  ITA = 100
  SPA = 80
  BUL = 100
  JAP = 50
  CHI = 50
}

貿易優惠國,瑞典真是德國的最?#8230;

embargo = { }
拒絕交易國家
}請注意,交易到這邊才算完全

以下為科技交換
tech_sharing = {
favored = {
  BUL = 100
  SPA = 120
  ITA = 150
  SWE = 50
  JAP = 150
   }

U技交換國家Q數值大媄響意,同時也會影響U技的質?br />
embargo = {
  ENG FRA AST CAN NZL
}

拒絕U技交換國家

not = { }
不會交換的科技項目

prioritized = {
  # Arcriculture
  5020 = 100
  # Inf support
  1310 = 100
  # Production
  5050 = 100
   # Motorized
  1230 = 100
   }

優先交換的科技E類
}同樣Q科技到此才告一D落

###################################
# Spying        間諜
###################################

以下為間諜設?/font>
spyprefs = {              請注意,1.3版本因為有大變動Q所以以下說明皆針對1.3版本
percentage_on_spies   = 0.2

1.3版這個參數無?#8230;…
(若為1.2版本則是指投入自國間諜活動的金錢比例)

percentage_foreign_mission  = 0.8

這個是決定AI間諜Q務的I極E度(前提是有目標國家和夠的?Q?表示完全不理會,1表示卯v來派遣間諜Q務,毫不考慮d的成功率      
(若為1.2版本是指投入敵國間諜zd的金錢比?

# Used for Intell efficiency and for setting minimum chance to succeed for the AI to do that particular type of mission
spyprefsdata =
{
  NumberOfSpies = 20

間諜最大等?/font>
(1.2應該是指間諜最大數?

min_number_of_spies = 3
指AI埯間諜d的最間諜等級,若小於這個數|則不做Q何的d

  steal_blueprint = 10
  minister_assassination = 5
  smear_campaign  = 10
  coup = 3
  sabotage_industry = 10
  nuclear_sabotage = 5
  found_partisans = 10
  massmedia = 10
  disrupt_techteam = 10
以上為各個間諜Q務的最成功率Q高g上機率AI才會埯

country = GER

這個是指本國的a定(請注意,目標國家跟本國的AI內容有所不同)Q反正這個參數必須是AI本國
}

以下則為針對不同目標國家的個別a定Q以下僅列舉兩?有些AI的目標國家會多…)Q內容差不多Q都是各個Q務的最低成功率
spyprefsdata = {
  country_priorities = 10
  steal_blueprint  = 2 # 6
  minister_assassination   = 1
  smear_campaign   = 7 # 5
  coup     = 1
  sabotage_industry  = 8 # 6
  nuclear_sabotage  = 0
  found_partisans  = 3
  massmedia    = 1
  disrupt_techteam  = 6
  country    = SOV

}

spyprefsdata = {
                country_priorities        = 4
                steal_blueprint         = 10
                minister_assassination                 = 0
                smear_campaign                 = 4
                coup                                 = 0
                sabotage_industry         = 3
                nuclear_sabotage         = 0
                found_partisans         = 0
                massmedia                         = 1
                disrupt_techteam        = 3
               
country         = YUG
     }
}間諜a定i束
這兩個是指分別對蘇俄與南斯拉夫的間諜zda定Q唯一不同的紅字部份,是指針對兩國間諜zd的比?/font>Q以上面ZQ俄 : ?= 10 :4Q至於其他都是指該國執行間諜活動的最低成功率Q對該兩個或國家埯間諜zd時,以該國的a定為基?br /> ###################################
# Construction and Tech Research        生產與科技研發

###################################


以下皆為生產內容
construction = {
max_factor = 0.020

省䆾a施生產的最大ic分配比例(0.0-1.0)Q不過有另一個說法是密佛陀…(略)QIC分配應該是正的

transports = -1
escorts = -1

-1為預a|表示AI會100%建造需要的運及護航船QAI作者徏議這邊不要修改

AA_batteries  = [yes/no/atwar/not_atwar]  
防空a施的徏?^是/Z/戰時/和^)

max_AA_level = 4
省䆾防空炮最大堆疊數Q以這一行為例,指定的省份最多達?

AA_provs = {
  75  # Cologne
  74  # Saarbruken

}
防空炮徏造省?br />
coastal_fort = [yes/no/atwar/not_atwar]
max_coastal_level = 3
coastal_fort_provs = {
  90 # Kiel
}
同上Q不過這裡是v岸堡壘的建?br />
radar_station = [yes/no/atwar/not_atwar]
max_radar = 2
radar_provs = {}

雷達建?/font>

air_base = [yes/no/atwar/not_atwar]
max_air_base = 3
air_base_provs = { }



naval_base = [yes/no/atwar/not_atwar]
max_naval_base = 5
naval_base_provs = { }

基地(港口)

nuclear_reactor = [yes/no/atwar/not_atwar]
max_nuclear = 3
nuclear_reactor_prov = { }
核能反應?/font>

rocket_test = [yes/no/atwar/not_atwar]
max_rocket = 2
rocket_test_prov = { }
火箭測試?br />
land_fort = [yes/no/atwar/not_atwar]
max_land_level = 2
fort_borders = { SOV }

在與該國交界處徏?br /> fort_provs = { }
地堡

ic_at_war = yes/no
戰爭時是否持U蓋工廠

force_ic_until = 1937
即「資源不뀍,還是卯v來蓋工廠Q直?937q止

ic_end_year = 1941
工廠蓋到1941q後停止

IC_provs = {
  74  # Saarburken
  376 # Munchen

}
工廠建造優先省?/font>
}生產到此告一D落

以下隊生?br /> military = {
relative_build_scheme  = yes/no

我的解讀……嘿嘿Q兩者應該都照下面的生產a畫來生?默認為yes)Q差別是
yesQAI會依照現有的軍隊與計畫的比例之間的落差來生產(意思就是,照下面的a畫表比例,現有的軍隊那樣兵E少D比例q產哪?
noQAI完全按照下面的計畫來隨機生產(但是仍按照比?Q不過完全不考慮現有的軍?br />
PSQ這個設定的說法很多……以上是我的解讀(未經測試)Q另外,電腦生產軍隊是利用生產線的,所以一ơ生產不是單一個,而是一i,每個兵E一i的敔R都不一?br />
max_batch_peace   = 360
和^時期Q流水線生產的最h?br />
max_batch_war    = 180
戰爭時期Q流水線生產的最h?戰爭遠在天邊)

max_batch_home_front = 180
戰爭時期Q流水線生產的最h?戰爭打到安?
        
       extra_convoys_war = 0.0500
        extra_convoys_peace = 0.0500

這兩個參數是a定在戰時及和^時期Q運輸及譯?以上參數兩者共?的額外備用量及生產與否,假設現有領土共需?00艘運輸船Q?00*(1+0.0500)=210QAI會設定國家共需?10艘運輸船Q不夠就會生產,x譯船的量則取決於運輸船的量Q這個比例我׃太清楚了Q?br />
#### Divisions etc...   生產分配例
infantry   = 35            

cavalry   = 0
motorized   = 3
mechanized   = 0
light_armor  = 5
armor    = 0
paratrooper  = 0
marine    = 0
bergsjaeger  = 1
garrison  = 8
    hq     = 3
militia   = 0
#    55 %   陸軍
interceptor  = 6
multi_role   = 2
cas    = 4
strategic_bomber = 0
tactical_bomber = 5
naval_bomber  = 3
transport_plane = 0
flying_bomb  = 0
flying_rocket  = 0
#    20 %   I
battleship   = 1
carrier   = 0
escort_carrier = 0
destroyer   = 5
light_cruiser  = 3
heavy_cruiser  = 1
battlecruiser  = 0
submarine   = 10
nuclear_submarine = 0
transports   = 5
#    25 %   
這個不用多說了Q各個兵E的生產比例Q注意,陸vI加^要100%

#### Brigades    陸軍?/font>加旅例
artillery    = 20
sp_artillery   = 8
rocket_artillery = 0
sp_rct_artillery  = 0
anti_tank    = 11
tank_destroyer   = 5
light_armor_brigade = 2
heavy_armor   = 5
super_heavy_armor  = 0
armored_car   = 0
anti_air    = 6
police     = 3
engineer    = 5

加總?lt;?100

            cag = 100.000
     escort = 100.0000

這兩個不知道ZD單獨拉出?#8230;
            
附加?
            naval_asw = 20.0000
            naval_anti_air_s = 20.0000
            naval_radar_s = 20.0000
            naval_fire_controll_s = 20.0000
            naval_improved_hull_s = 10.0000
            naval_torpedoes_s = 10.0000
            naval_anti_air_l = 0.0000
            naval_radar_l = 0.0000
            naval_fire_controll_l = 0.0000
            naval_improved_hull_l = 0.0000
            naval_torpedoes_l = 0.0000
}軍隊生產到此i束

以下為科技研發
technology = {
endgoal  = { }

要研發的U技

preference  = {
  # Tools
  5050 5060 5070

  # Engineering
  5080 5090 5100
  
}
優先研發的科技

ignore   = {
  # Strategic bombers
  4220 4230 4240

  # Battle Cruiser
  3190 3200 3210 3220 3230 3240

   }
忽略研發的科技


armor   = 5
infantry  = 6
industry  = 5
aircraft  = 5
naval   = 1
land_doctrines  = 2
secret_weapons  = 1
air_doctrines  = 1
naval_doctrines = 1

優先研發的科技E類(=比重)
}  
U技研發到此i束


###################################
# Ground Combat, Leaders and Garrisons  地面作戰、領、駐?br /> ###################################

以下為將領比?/font>
leader_ratio = {
以軍隊數目決定將領數?/font>
假設國家一共有101個師Q用101乘下面的數?br /> land_field_marshal  =0.02
有2個元??01舉列Q應該結果要大於才行)
land_general   =0.031
3個上,_準一點,是?1/0.031)個師Z個上?/font>
land_lt_general  =0.41

41個中?/font>

sea_grand_admiral  =0.02
sea_admiral   =0.061
sea_vice_admiral  =0.401



air_marshal   =0.02
air_general   =0.091
air_lt_General   =0.11

I
}
i束

以下為駐軍設?/font>
garrison = {
defend_overseas_beaches = yes/no

是否外駐軍(默認為no)

首先Q先立一個地區駐軍的基本數量,該數量的值就是「該地區」的省䆾敔R減去attrition provinces敔R(這個名詞好像只有PC遊戲才有…找不到翻譯,我個h大膽的猜測,是會造成人力耗損的省份,有些省䆾駐軍每天都會造成人力耗損Q像是熱帶叢林這種地Ş)Q再乘以下面的基?br />
home_multiplier  = 1.0
本國領土的駐軍數(預設?.5)……單一點說Q假a該地區沒有會造成損耗的省䆾Q?代表省䆾?軍隊數,0.5則表C?個省一個師

overseas_multiplier  = 1.0
外的駐軍數(預設?.3333)

home_peace_cap   = 20
和^時期Q首都地區的最高駐光|(這的解釋用的是capital areaQ而不是單獨的capitalQ所以應該是指首都附q的區?

war_zone_odds   = 2.0
AI在戰爭區域的駐軍數將「努力」達到敵軍的2.0?/font>

key_point_prio_mult = 0.5

revolt_risk_mult = 0.3

應該是控制游擊隊風險的參數?Q!Q?br />
area_multiplier = {
  304 = 3.5 # Elbing
}
區域駐?包含此省䆾的區域的駐軍數取代上面的參數Q前提是這些區域為外Q若與首都相連,則無?


# PRIORITIES:駐軍優先?br /> beach   = 0 # Beach level 2


capital   = 40 # Our capital
首都

human_border  = 0 # Ignored for allied human players
人類玩家(若雙方同盟,則忽?

war_target  = 50 # The next country targeted for attack by this AI
下一個攻擊目標國家的交界省䆾

reserves = 20
R臨前線後方的省?/font>

opposing_alliance = 50 # For neutrals, all alliances are "opposing"
立的聯盟國?/font>

claim_threat  = 0 # If we are neutral, countries with claims on us get this
佔有他國核心領土的交界省份,或指有威脅性的國家

unstable_border  = 0 # Bordering countries at war with someone else get this
R臨的它國被佔據省䆾

# Borders with specific countries  針對特別國家的邊?/font>
country_priorities = {
  AUS = -1
  CZE = 75
  POL = 100
  HOL = 5
  SOV = 25
}

針對個別國家邊界駐軍a定(若數值為-1Q則表示?opposing_alliance", "claim_threat" and "unstable_border"皆設?)

ignore = {
  #Rhine
  75 #Cologne
  74 #Saarburken
  66 #Aachen
}
該省份駐軍設?

province_priorities = {
  #Rhine border
  313 = 30 #Frankfurt
  82 = 30  #Kassel
   }
單獨省䆾駐軍優先Ɗ設?可為-1)
}i束

以下為前R佈?/font>
front = {   
recklessness   = 2 # 0-3

莽E度Q數值愈高,AI會做出愈冒險(可以看做是有時積極,有時愚蠢)的舉?/font>

distrib_vs_ai   = [even/reactive/defensive/offensive/op_defensive]
distrib_vs_human  = [even/reactive/defensive/offensive/op_defensive]
分別a定AIAIQ與AI玩家的行為Q參數為Q?/font>
evenQ沿著前R均ȝ分佈軍力
reactiveQ配合敵方軍力配|,做出相對應的集結
defensiveQ針省份的重要性配|?參考ICQ勝利點Q石油等因素)
offensiveQ針敵方兵力分佈的弱點集中配置
op_defensiveQ撤退的方向愈,相對兵力的配|也愈少(避免被包子…)

support_defense_prop = X
受到L的省份,AI派?X 的部隊前往支援(還沒看到哪個國家有這項…)

enemy_reinf_days = 6
當計下列比例時Q將敵軍(6)天內能夠抵達該省的部隊計在?br /> 我猜測應該是電腦運勝負及軍隊數的能力延擴展(x)天,也就是說Q將戰鬥勝負的計都鎖定在x天以內,(太小的話Q不準確Q因為敵Z會派援軍Q太大的話,沒必要,敵h援軍Ҏ不過來Q徒然增加電腦的運算量與時機判斷準確?

reserve_prop  = 0.1
允許「全部前R部隊」中的最大比例可以不待在W一R?區?-1)Q意思就是,允許多少比例的部隊可以退守第二線Q像是指揮部、受損嚴重的部隊這種不需攑֜最前方作戰省䆾的部隊就先退居第二線

panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
倘若AI或玩家前R的駐軍敔R過我方達到這個「倍數」,增加前R的駐防軍(不過國家軍隊的總數有限,所以不是從別的前線抽調Q就是從負K本土的駐防鎮壓軍抽調Q?/font>

base_attack_odds = 1.3
若進攻獲勝的機率達C上比例,則進攻
min_attack_odds  = 1.1
若Ş成長期對峙,進攻獲勝的機率只要未低於以上比例Q仍焉攻Q?2區指撤退QWIKI用的是GO這個字…含意真深……我個h覺得應該是指進攻…耳邊來一陣呼?#8230;go go go )
max_attack_odds  = 3.0
當獲勝的率達到以上比例QAI不再派遣軍隊前來助?br /> reinforce_odds  = 1.2
當獲勝的率達到以上比例QAI會派遣軍隊前來增?/font>
withdraw_odds  = 0.6
當獲勝的率低於以上比例QAI停止戰鬥同時撤退
PSQ若q_i織度過低AI也會d撤退Q另外以上五項的率a算Q電腦另有一套公式,公式不明

戰鬥效率及其他修正?/font>
strength  = 1.0
organisation  = 1.0
soft_attack  = 1.0
hard_attack  = 1.0
ground_defense  = 1.0
dig_in   = 1.0 # Against defender


frozen_attack  = 1.0
snow_attack  = 1.0
blizzard_attack = 1.0
storm_attack  = 1.0
muddy_attack  = 1.0


jungle_attack  = 1.0
mountain_attack = 1.0
swamp_attack  = 1.0
forest_attack  = 1.0
hill_attack  = 1.0
urban_attack  = 1.0

occupied  = 0.7    被敵方包圍領?br /> owned   = 0.7       被己方包圍領?/font>
river   = 1.0
還有兩個設定,largefort 6級以上地堡及smallfort 6級以下地堡,不過這都不重要了Q因?/font>這的數據我查了一下,每個國家好像都a成一模一樣,ҎWIKI所說,?.2後,這些戰鬥效率的修正設定就沒用了,但是Zg能刪除呢……
   
enemy_handicap = {
FRA = 300
  BEL = 300
  }

在設定的天數內,該國家保持觀望,意即針對該國家每發動一ơ新的戰爭,這個值就要RUN一?#8230;…(不針玩?

       passivity = {
  FRA = 100
  BEL = 100
}
針對AI進攻被動性的癑ֈ比,意思就是,該值愈高,AI該國推進的愈m慢,像是當日本打下中國北方大部分的省分時Q這個值會拉高?0以上…

province_priorities = {
                527 = 0.2
}
針對特別省䆾防禦Q這個設定有點重覆,區?-1Q?.2是20%
}i束
###################################
# Air bombardment and defense
###################################

# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead
air_marshal = {
min_mission_strength_org = 0.8
icxdayscostfactor    = 10.0  # How to value true industrial cost when calculating expect causalties
manpowercostfactor   = 100.0  # How to value manpower cost when calculating expect causalties
destructionriskthreashold  = 0.2  # when to fear a divisiopn might be destroyed
# desirability is a multiplier used when calcualting the mission desirability
airsuperioritydesirability   = 30.0
groundattackdesirability   = 40.0
inderdictiondesirability   = 20.0
logisticalstrikedesirability  = 2.0
runwaycrateringdesirability  = 10.0
strategicstrikedesirability  = 10.0
installationstrikedesirability  = 5.0
navalstrikedesirability   = 15.0
portstrikedesirability    = 9.0
convoyraiddesirability   = 9.0
# tolerance is the required kill:loss ration expected to do
#    mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
airsuperioritylosstolerance  = 1.0
groundattacklosstolerance   = 1.0
interdictionlosstolerance   = 2.0
logisticalstrikelosstolerance  = 0.5
runwaycrateringlosstolerance  = 1.5
strategicstriketolerance   = 4.5
installationstriketolerance  = 1.5
navalstriketolerance    = 1.0
portstriketolerance    = 1.0
convoyraidtolerance    = 1.0
# efficency is a tweakable param to adjust according to how
#    much actual damage comes from doing this mission (not to be confused with desirability)
logisticalstrikeefficency  = 0.01
runwaycrateringefficency  = 0.01
strategicstrikeefficency  = 0.01
installationstrikeefficency = 0.01
taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes }
taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}

###################################
# Invasions and Naval            늕與v?br /> ###################################


以下ZR略內?/font>
invasion = { (感覺整個內Ҏ在描qAI如何選擇登陸作戰的地?
  base  = 0.1 #Relative modifier. (lower = specific targets much more important.)

這裡應該是決定戰略目標與隨機目標之間的加Ɗ比?愈低Q明的目標更重?

random  = 8.0 #How big a random range.  

隨機圍的大?1.0 = 1%)

coastal  = 0.1 #increase to avoid coastal forts more.

有v岸堡壘的省䆾(數值愈高,愈敢登陸有v岸堡壘的省䆾)

beach  = 0.1 #higher, avoid worst beaches.
難以登陸的v?數值愈高,接受爛v?#8230;誰知道這個遊戲的爛v灘是哪?Q!Q?

distance = 0.1 #higher = avoid long distance.
遠距離作?數值愈高,允許距離愈遠)

max_distance    = 20.0  #About the distance from Rostock to Narvik
作戰最遠距離,若距離超過以上數值則忽略(1=遊戲中的100km)
外話,Rostock ?Narvik是在哪啊……玩中文版的壞?#8230;

pocket  = 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
獨立在外的或是單獨省?四周沒有同國領土)的v岸省份優先權

island  = 0.1 #prioritise taking pure islands.
孤立的島嶼優先權

enemy  = 2.0 #higher = much more vary of troops in province.
提防有敵國駐軍的省䆾

adjacentenemy  = 2.0 #higher = much more vary of troops nearby
提防附近的敵?/font>

air_base = 1.5
擁有I基地省䆾的優先權

       naval_base  = 0.1
擁有基地省䆾的優先權

       air_support  = 3.0
敉|I半徑圍的v岸優先權

       redirect  = [priority/nearest/home]
L重新向Q參數:
priorityQ照AI表列的目?/font>
nearestQ最q的岸
homeQ容易的L目標 and home is to return back to portQ!Q?

ignore  = no
與國安都同一塊大怸Q與他國已經有陸地戰R?意思是開戰之後Q與敵國有相鄰的省䆾Q意x前線)Q是否仍發動登陸戰另闢戰?預設是no)

help_allies  = no
是否q助盟國   


staging_province = {
958 # Casablanca
}
外늕Q軍隊集中安|的省䆾

target = {
  #Norway
  107 = 4000 # Oslo
  108 = 4000 # Kristiansan
  
  #Sweden
  114 = 3750 # Gavle
  120 = 4000 # Sundsuall
  
  #Finland
  142 = 2000 # Helsinki
  137 = 1750 # Oulu
  131 = 1750 # Tornio
}

늕L省䆾的優先權Q?可為負|意思就是當那個省份不存在)
}
i束

以下為v軍控?br /> admiral = {
min_org  = 100 # NEW: Percent of org gained back before the unit can leave port

船艦再次出港前必須達到的最高組J度比例

min_dmg  = 98    # NEW: Percent of dmg gained back before the unit can leave port

船艦再次出港前必須達到的最高h力比?/font>

return_org  = 60  # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
船艦埯d中低于這個比例的i織度將回港

return_dmg  = 80  # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT
船艦埯d中低于這個比例的人力回?/font>

ignore = {
  #Murmansk/Archangel
  "Barents Sea"
  "Arctic Ocean"
      
  #Western Mediterranean
  "Costa del Sol"
  "Gulf of Lyon"
  "Algerian Coast"
}

忽略?域"
(這個設a很奇Q後期船的艦航程加上領地擴大Q全世界都到的了Q這個忽略v域名單多到會爆掉)

base = {
  90  # Kiel
  296 # Rostock
}

用作港口的省?br />
target = { }
目標域(有攻擊優先權)

core = {
  2494
  }
核心域a定(優先控制)
}i束


飞翔天 2009-11-21 20:43 发表评论
]]>
DD事g~辑的部分翻?/title><link>http://www.tkk7.com/DreamAngel/archive/2009/11/14/302370.html</link><dc:creator>飞翔天</dc:creator><author>飞翔天</author><pubDate>Sat, 14 Nov 2009 13:07:00 GMT</pubDate><guid>http://www.tkk7.com/DreamAngel/archive/2009/11/14/302370.html</guid><wfw:comment>http://www.tkk7.com/DreamAngel/comments/302370.html</wfw:comment><comments>http://www.tkk7.com/DreamAngel/archive/2009/11/14/302370.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.tkk7.com/DreamAngel/comments/commentRss/302370.html</wfw:commentRss><trackback:ping>http://www.tkk7.com/DreamAngel/services/trackbacks/302370.html</trackback:ping><description><![CDATA[事g的基本格式:<br /> event = { <br />         id = 5011                            #事g的编码,不要重复?br />         random = yes ( yes/no/X% )  #事g是否h随机性:yes是,no否,写数字是指有*%的几率发生。注意在写得时候是不需要%的。例如几率ؓ癑ֈ之八十,直接?#8220;random = 80”而非“random = 80Q?#8221;<br />                persistent = yes                     #事g是否可以多次发生。否的话q一行不需要?br />                country = CHI                       #事g的所属国?br />         name = "EVT_5001_NAME"   #事g名称<br />         desc = "EVT_5011_DESC"     #事g的描q?br />                picture = "defence"               #事g囄<br />         style = 0                             #未证实,没见q其他格式,照搬<br />         trigger = {}                         #事g的条Ӟ下面具体阐述        <br />                 date = { day = 1 month = january year = 1936 } #事g发生的最早事?br />         offset = 21                          #查时间是否发生的周期?br />         deathdate = { day = 30 month = december year = 1985 } #事g不再发生的时?nbsp;       <br />         action_a = {<br />                 name = "A"           #选择的名U?br />                 command = { }              #事g的媄响。见?br /> }<br />         action_b = { }                       #其他的选择V?br />         action_c = { }<br />         action_d = { }<br /> }<br /> <br /> <font color="red"><font size="5">触发条gQ?/font></font><br /> and                                        #两个或多个条仉要同时满?br /> or                                         #两个或多个条件满一个即?br /> not                                        #q些情况不能存在<br /> <br /> <font size="4">常用条g</font><br /> event = x Q事件编码)                     #事g已经发生?br /> ai = [yes/no/country tag]                  #该国是否电脑玩家Q或某国家是电脑玩家<br /> exists = [country tag]                       #某国家存?br /> atwar = [yes/no/country tag]            #该国是否处于战争Q或某国处于战争<br /> dissent = x ( >= x )                         #不满度等于或大于{于*<br /> leader = x                                       #某将领存?br /> minister = [minister id]                      # 政府官员存在<br /> ispuppet = [Country Tag]                  某国是傀儡国<br /> puppet = { country = [tag 1] country = [tag 2] } # 国家1是国?的傀儡国<br /> technology = x                               # 已经拥有某项U技<br /> technology = { country = TAG value = x }   #  某国拥有某科技<br /> manpower = x (>=x)                        #人力资源{于或大?#215;×<br /> owned = { province = a data = tag }  # 某国合法拥有某省 Qdata = -1 指Q意一?)<br /> control = { province = a data = tag }  # 某国控制拥有某省 Qdata = -1 指Q意一?)<br /> alliance = { country =a  country = b } # A国和B国是联盟<br /> access = { country = [tag1] country = [tag2] } #A国允许B国军事通行<br /> non_aggression = { country = [tag1] country = [tag2] A国和B国有互不늊条约<br /> trade = { country = [tag1] country = [tag2] } # A国和B国有贸易<br /> war = { country =a  country = b }           # A和B在打?br /> year = x (>=x)                             已经C某年或超q某q?br /> energy = x                                  能源?<br /> oil = x                                        xa?#215;<br /> rare_materials =                           xE有金属ؓ×<br /> metal =                                      x金属?#215;<br /> supplies =  x                               补给?#215;<br /> belligerence = { country = [tag] value = X }某国好战性ؓ××Q如果是本国Qcountry = [tag]不写<br /> <br /> <br /> <font size="4">非常用条?/font><br /> intel_diff = x                                     偶们的情报和敌淫的情报差距ؓ×<br /> government = [communist/fascist/democratic] 政府cd<br /> ideology = [nazi国家C会M/fascist法西?paternal_autocrat独裁/social_conservativeC会保守/market_liberal贸易自由/social_liberalC会自由/social_democratC会民主/left_wing_radical左翼Ȁq?leninist列宁/stalinist斯大林] 意识形?br /> major = [yes/no]                                  # 该国是否主要国家Q包括ENG, FRA, GER, JAP, USA, ITA or SOV。偶没用q。。。。。?br /> headofgovernment = [minister id]           政府首脑是某?br /> headofstate = [minister id]                    政府元首是某?br /> is_tech_active = [tech id]                # 某科技是有效滴<br /> flag = [name]                          #不懂鸟,没用q?br /> local_flag = [name]                        #不懂鸟,没用q?br /> guarantee = { country = [tag1] country = [tag2] }  # A保证B的独?br /> lost_VP = { country = [tag] value = X }                 # 某国失去×Q的固有领土VP<br /> lost_national = { country = [tag] value = X }                 # 某国失去×Q的固有领土<br /> lost_IC = { country = [tag] value = X }                 # 某国失去×Q的固有领土IC<br /> domestic = { type = field value = x }                      内战Q?Q没用过。。。?br /> division_exists = { type = [id type] id = [id id] }       某部队还zȝ<br /> division_in_province = { id = { type = [id type] id = [id id] } province = X } 某部队在某地<br /> axis = X                                              # 轴心国拥?#215;的VP<br /> allies = X                                            # 同盟国拥?#215;的VP<br /> comintern = X                                    # ׃国际拥有×的VP<br /> vp = X                                                拥有的VP?#215;<br /> range = { min = x max = x }                VP?#215;×之内<br /> [div type] = X                        # 某军事单位数?#215;<br /> [div type] = { country = TAG value = X ? 某国某军事单位数?#215;<br /> under_attack = [tag]                       # 某国被攻?br /> attack = [tag]                       # 某国q攻该国<br /> difficulty = X                                      # 隑ֺ?-4Q?最?br /> garrison = { country = [tag] province = [province] type = [air/land/naval] size = [number of divisions] area = [yes/no] } # 某一地区的部队数量?Q?br /> land_percentage = { country = [tag] value = [value] } #陆军癑ֈ比?<br /> naval_percentage = { country = [tag] value = [value] } #军癑ֈ?br /> air_percentage = { country = [tag] value = [value] }  #I军癑ֈ比?<br /> country = [tag]                                                     #是某一国家<br /> can_change_policy = { type = [policy] value = [delta] } #可以修改国策Q?br /> relation = { which = [tag] value = [value] }                 #和某一国家关系辑ֈ×<br /> province_revoltrisk = { province = [id] value = [value] } #某省分的游击队几率ؓ×<br /> incabinet = [id]                                        #某内阁官员在?br /> army = [divisions]                                     #。。。。?br /> day = [number]                                       #到达某月的某?br /> nuke = [number]                                     #核弹数量<br /> <br /> <font style="color: red" size="5">事g的效果:</font><br /> <font size="4">常用效果</font>Q?br /> type = endgame 游戏l束 <br /> type =         extra_tc value = X                       获得额外×的TC<br /> type =        alliance which = [tag]                  同某国结盟,-1为随?br /> type =        inherit which = [tag]                   吞ƈ某国Q?1为随?br /> type =        trigger which = [event id]        引v另一个事Ӟ被引L事g不必~写其他条g<br /> type =        capital which = [prov id]        q都<br /> type =        secedeprovince which = [tag]  value = [prov id]  割让领土l另一?br /> type =        control which = [tag]  value = [prov id]             从别的国家获得省?br /> type =        sleepevent which = [event id]                          某个事g不再发生<br /> type = steal_tech which = [country tag/-1]                             H取蓝图Q?1为随?nbsp;                                                                       # Steals a random tech. Results in a blueprint.<br /> type = gain_tech which = [tech id/-1 /-2 ]                        # 获得蓝图Q?1为随机科技Q?2为正在研I的U技<br /> type = belligerence which = [country] value = X         # 好战度变化,没有country默认为当前国?br /> type = relation which = [country] value = X                # 改善同某国关p?br /> type = set_relation which = [country] value = X        # 讑֮同某国的关系?#215;<br /> type = civil_war                                 # 内战Q向所有控制了该国固有领土的国家开?br /> type = civil_war which = [rebel country tag]                # 某国内战<br /> type = set_leader_skill which = [leader id/-1] value = [new value] 讄某个领的技能,最高ؓ10<br /> type = dissent value = [value to add]                               不满?br /> type = resource which =[resource type] value = X         # 增加资源的理论日产量Q%<br /> type = supplies value = [value to add] where = [prov]    # 某地的补l变化,无where默认为首?<br /> type = oilpool value = [value to add] where = [prov]      # 某地的石油变化,无where默认为首?<br /> type = metalpool value = [value to add]                         金属<br /> type = energypool value = [value to add]                       能源<br /> type = rarematerialspool value = [value to add]                E有金?br /> type = money value = [value to add]                              钞票<br /> type = province_keypoints which = [province id/-1] value = [keypoints to add] 增加某地的VP<br /> type = peace which = [country tag] value = [0/1] # 和^Q?为全面和qI1为单斚w和^<br /> type = war which = [country tag]                          开?br /> type = manpowerpool value = [value to add]        # manpower 人力<br /> type = relative_manpower value = [%]               # 人力增长?br /> type = make_puppet which = [country tag]            使某国成为傀?br /> type = transport_pool which = [country] value = X   q输?br /> type = escort_pool which = [country] value = X       护航?br /> type = peacetime_ic_mod value = X(%)                  和^时期TC修正<br /> type = end_puppet                                              # l束自己的傀儡省?br /> type = domestic        which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X<br />                                                                       # 改变内政斚w<br /> type = set_domestic        which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X        # 讑֮内政斚w<br /> type = tc_mod value = X(%)                     # TC修正Q最有用?+数是增加Q?减少<br /> type = tc_occupied_mod value = X(%)             # 占领区TC修正<br /> type = attrition_mod value = X(%)             # 消耗惩|?br /> type = supply_dist_mod value = X(%)             # 补给距离修正<br /> type = repair_mod value = X(%)                     # l修修正<br /> type = research_mod value = X(%)             # U研修正<br /> type = scrap_model which = [div type] value = [model]                            # 部队cdq期<br /> type = allow_building which = [building type]                            # 允许基础设施<br /> type = building_prod_mod which = [building type] value = X%            # 基础设施修正<br /> type = convoy_prod_mod which = [escorts/transports] value = X%            # q输护航船徏设修?br /> type = radar_eff value = X(%)                                    # 雯效率<br /> type = info_may_cause which = [tech id]                            # 允许研究U密武器<br /> type = activate which = [tech id]                                     # Ȁzȝ技Q必d随机事g?nbsp;       <br /> type = task_efficiency which = [task type] value = X                             #d效率变更<br /> type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials]  # 增加某地资源产量Q?1是随?-4是有核反应堆的地区?br /> type = max_reactor_size value = X                            # 最大反应堆<br /> type = abomb_production                                     # 可以生核弹<br /> type = double_nuke_prod                                    # 核弹生速度d?br /> <br /> <br /> <font size="4">非常用:</font><br /> type =        country which = [tag]                                   成ؓ另一个国?br /> type =        addcore   which = [prov id]                    增加某省的VP<br /> type =        removecore which = [prov id]                 减少某省的VP<br /> type = setflag which = [keyname]                                  。。。。。?br /> type = clrflag which = [keyname]                                  。。。。。?br /> type = local_setflag which = [keyname]                  。。。。。?br /> type = local_clrflag which = [keyname]                  。。。。。?br /> type = vp value = X                                                  # 额外的VP<br /> type = research_sabotaged                                   破坏研究<br /> type = regime_falls                                               政府垮台<br /> type = allow_dig_in                                                 部队可以挖坑<br /> type = coup_nation which = [country tag]             某国政变<br /> type = access which = [country tag]                   # 军事通行<br /> type = sleepteam which = [tech team id]              # 沉睡U技l?br /> type = waketeam which = [tech team id]              # 唤醒U技l?br /> type = sleepminister which = [minister id/-1]         沉睡政府官员<br /> type = sleepleader which = [leader id/-1]              沉睡领导?br /> type = switch_allegiance which = [unit id type/-1/-2/-3] value = [unit id id] where = [country tag]        # 部队叛变Q?1为随机陆军,-2为随机v军,-3为随机空?br /> type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id]                                                # 部队被火星h劫走<br /> type = independence which = [country tag] value = [0/1] when = [0/1] # 国家独立Qvalue 0 本地部队叛变Q?l箋效忠。when 0 政体普?1 政体民主<br /> type = ai which = [file name]                                                              # 开x国的ai文g<br /> type = build_division which = [division type] value = [brigade type]          增加建造的师和加强?br /> type = construct which = [building type] where = [prov id/-1/-4] value = [additional size]        # 增加某地的设施,-1为随机,-4为已有该设施的省?br /> type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID] 增加一个军团,之下的师q入q个军团Q没有设|该句,q入冰箱<br /> type = add_division which = [name] value = [div type] when = model where = [brigade type] # 增加?br /> type = activate_division which = [div id type] value = [div id id]  [where = province] when = [0/1] # ȀzdQ?q入冰箱<br /> type = remove_division which = [div id type/-1] value = [div id id]                        # 从scenarioU走某师Q?br /> type = remove_division which = "Exact Name" value = [country tag]                        # 从指定国家scenarioU走指定?br /> type = damage_division which = [div id type/-1] value = [div id id] where = X        # 最大兵力变?br /> type = disorg_division which = [div id type/-1] value = [div id id] where = X       # 最大士气变?br /> type = end_access which = [country tag]                                                       # l束军事通行<br /> type = leave_alliance                                                                                      d联盟<br /> type = end_non_aggression which = [country] where = [country]                       # 打破互不늊条约<br /> type = non_aggression which = [country] where = [country]                       # {v互不늊条约<br /> type = end_trades which = [country] where = [country]                        # l束所有N易协?br /> type = end_guarantee which = [country] where = [country]                        # l束保证独立<br /> type = guarantee which = [country] where = [country]                                # 保证独立<br /> type = allow_convoy_escorts                                                                       允许上q输<br /> type = end_mastery which = [country tag]                                                       # l束对另一个国家的傀?br /> type = convoy which = [startprov] value = [endprov] when = [resource_bits] 1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies 建立q输?br /> type = deactivate which = [tech id]                                               # 某科技无效<br /> type = gas_attack                                                                              # 允许毒气d<br /> type = gas_protection                                                                      # 允许毒气防M<br /> type = max_positioning which = [div type] value = X                                       #最大配|?堆叠惩罚 <br /> type = min_positioning which = [div type] value = X                                      #最配|?br /> type = free_ic/free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_material/free_transport/free_convoy/free_manpower        #不晓得是虄<br /> type = songs                                                                    #换音?br /> type = lock_division which = [id type] value = [id id]           # 锁定部队<br /> type = unlock_division which = [id type] value = [id id]        # 解锁部队<br /> type = change_policy which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X                #改变内政斚wQ同手动更改Q即短时间内不可变更<br /> <br /> <font size="4">天气效果</font><br /> type = start_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard]        # 三国志里的天?br /> type = add_to_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard]# 增加某地不会出现的天气,比如在赤道下?br /> type = end_pattern which = [id type] value = [id id]                                                                                       # l束某地的天?br /> type = set_ground which = [prov id] value = [clear/muddy/winter]                                                                       改变某地的土地状?br /> <br /> <br /> <font size="4">战术效果</font><br /> type = counterattack value = x  反击?br /> type = assault value = x            H击?br /> type = encirclement value = x   包围?br /> type = ambush value = x          伏击?br /> type = delay value = x             q滞?br /> type = tactical_withdrawal value = x 战术撤退<br /> type = breakthrough value = x  H破?br /> command = { type = surprise which = [naval/land/air] value = [X]      # 奇袭几率修正<br /> }<br /> command = { type = intelligence        which = [us/them] value = [X]      # 情报效率<br /> }<br /> command = { type = army_detection which = [us/them] value = [X] # 侦查效率<br /> }<br /> command = { type = AA_batteries        value = [X]                 # I防效率<br /> }<br /> <font size="4">o部效?/font><br /> type = hq_supply_eff value = X(%)                        # o部补l效?br /> type = sce_frequency value = X                                # o部的战术发生几率<br /> <br /> <font size="4">׃八糟?/font><br /> type = enable_task which = [task type]   可以执行某Q?br /> command = { type = [new_model] which = [division or brigade type] value = [The model number] } 新单位型?br /> command = { type = activate_unit_type which = [division or brigade type] }                                  某单位可以附加某加强?br /> command = { type = deactivate_unit_type which = [division or brigade type] }                               某单位不可以附加某加强旅<br /> command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }                                     战略和火可以运核弹<br /> command = { type = missile_carrier which = [submarine] }                                                            潜艇可以发射核弹<br /> command = { type = minisub_bonus value = [X]                                                                      # 袖珍潜艇单位修正Q没见过<br /> }<br /> <br /> <br /> <font size="4">军队作战能力效果</font><br /> command = { type = [unit value]        which = [land/division type/brigade type]value = [additive value modifier] 增加陆军军事单位的属性}<br /> # unit value如下Q?br /> soft_attack/hard_attack/ground_defense/air_attack/air_defenseQ攻防能?br /> build_cost/build_time/manpowerQ成本和旉<br /> speed速度/max_organizationl织?transport_weightq输重量/<br /> supply_consumption/fuel_consumptionQ物资和燃a消?br /> speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aaQ搭载加强旅后的速度<br /> <br /> command = { type = [air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/transport_capacity/supply_consumption/fuel_consumption/range]<br />                         which = [air/division type/brigade type]<br />                         value = [additive value modifier]}                I军单位属?br /> command = { type = [naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/visibility/transport_capacity/supply_consumption/fuel_consumption/range]<br />                         which = [naval/division type/brigade type]<br />                         value = [additive value modifier]                 军单位属?br /> }<br /> command = { type = [desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack]<br />                         which = [division type/brigade type]<br />                         value = [X]                                              陆军地Ş攻防效率修正<br /> }<br /> command = { type = [desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing]<br />                         which = [division type/brigade type]<br />                         value = [X]                                            # 陆军地ŞUd修正<br /> }<br /> command = { type = [frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense]<br />                         which = [division type/brigade type]<br />                         value = [X]                                            陆军天气攻防效率修正<br /> }<br /> command = { type = [frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move]<br />                         which = [division type/brigade type]<br />                         value = [X]                                             陆军天气Ud修正<br /> }<br /> command = { type = [snow_attack/rain_attack]<br />                         which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane]<br />                         value = [X]                                            I军天气攻防效率修正<br /> }<br /> command = { type = [snow_move/blizzard_move/rain_move/storm_move]<br />                         which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane]<br />                         value = [X]                                            I军天气Ud修正<br /> }<br /> command = { type = [snow_attack/rain_attack]<br />                         which = [battleship/cruiser/destroyer/carrier/submarine/transports]<br />                         value = [X]                                            军天气攻防效率修正<br /> }<br /> # Weather naval-movement modifiers<br /> command = { type = [snow_move/blizzard_move/rain_move/storm_move]<br />                         which = [battleship/cruiser/destroyer/carrier/submarine/transports]<br />                         value = [X]                                            军天气Ud修正<br /> }<br /> command = { type = night_move/night_attack/night_defense<br />                         which = [division type/brigade type]<br />                         value = [X]                                            夜间效率修正<br /> }<br /> <br /> 工业效率效果Q?br /> command = { type = industrial_multiplier which = [energy_to_oil/oil_to_rare_materials] value = [X] 工业能源转化效率<br /> }<br /> command = { type = industrial_modifer        which = [total/supplies]value = [X]                     # 工业和补l生产效?br /> }<br /> 基础设施U类<br /> [ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]<br /> dU类Q懒得翻译。。。?br /> [attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]<br /> 资源U类<br /> [oil, metal, energy, rare_materials, supplies, money]<br /> <br /> <font size="4">随便找了一个事件?/font><br /> event = { <br />         id = 70174<br />         random = no<br />         country = ger<br />         <br />         trigger = { random = 33 exists = SWE not = { war = { country = SWE country = GER } } }<br />         <br />         name = "来自瑞典的物资和志愿?"<br />         desc = "一些支持d国的其它国家的民众自发捐赠了物资Q?其中一些h要求作ؓ志愿者加入我们的军队?"<br />         style = 0        <br /> <br />         date = { day = 1 month = october year = 1939 }<br />         offset = 45<br />         deathdate = { day = 30 month = december year = 1947 }<br /> <br />         action_a = {<br />                 name = "德国的战车不可阻挡!" <br />                 command = { type = oilpool value = 5000 }<br />                 command = { type = rarematerialspool value = 5000 }<br />                 command = { type = supplies value = 10000 }<br />                 command = { type = manpowerpool value = 25 }<br />                 command = { type = dissent value = -5 }<br />         }<br /> }##注意括号一定不要漏了。。。?/font><br /> <img src ="http://www.tkk7.com/DreamAngel/aggbug/302370.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.tkk7.com/DreamAngel/" target="_blank">飞翔天</a> 2009-11-14 21:07 <a href="http://www.tkk7.com/DreamAngel/archive/2009/11/14/302370.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>关于mds3.04中二战飞机图片问题的解决http://www.tkk7.com/DreamAngel/archive/2009/11/09/301737.html飞翔天飞翔天Mon, 09 Nov 2009 12:35:00 GMThttp://www.tkk7.com/DreamAngel/archive/2009/11/09/301737.htmlhttp://www.tkk7.com/DreamAngel/comments/301737.htmlhttp://www.tkk7.com/DreamAngel/archive/2009/11/09/301737.html#Feedback0http://www.tkk7.com/DreamAngel/comments/commentRss/301737.htmlhttp://www.tkk7.com/DreamAngel/services/trackbacks/301737.html各国在游戏中光|囄的配|文Ӟ*.sprQ在gfx/map/units目录下,主要有USA、JAP、GER、ITA、FRA、ENG、MINQ未定义政权Q和SOVq几个国Ӟ而其中只有SOV的飞机图片是C的,要把所有国家的飞机囄全改回来Q要p很大的精力。如果用编E方法,可以大大提高效率。经q对spr文g观察发现Q有2U方案可以列入考虑范围Q?.除SOV外的其它国家的T-BOMBER和T-FIGHTER的spr文g拯到其它分区的新徏文g夹中Q然后通过E序这些文件中内容全部替换为对应SOV文g中的内容Q最后在复制_脓回原来的文g夏V?.SOV对应的的T-BOMBER和T-FIGHTER的spr文g拯到其它分区的新徏文g夹中Q然后通过E序这些文件名替换为其它国家的名字Q最后在分步复制_脓回原来的文g夏V以下程序采用的是第2U方案?/p>
import java.io.*;
import java.util.*;

public class RenameFile {
    
public static void main(String args[]) throws IOException {
        BufferedReader stdin 
= new BufferedReader(new InputStreamReader(
                System.in));
        String line 
= stdin.readLine();
        StringTokenizer st 
= new StringTokenizer(line);
        String str 
= st.nextToken();    //    原来文g?/span>
        String newstr = st.nextToken();    //    新的文g?/span>
        File fl = new File("E:\\units"); // q里写上发替换的文g夹\?注意使用双斜?/span>
        String[] files = fl.list();
        File f 
= null;
        
for (String file : files) {
            f 
= new File(fl, file);// 注意,q里一定要写成File(fl,file)如果写成File(file)是行不通的,一定要全\?/span>
            String filename = f.getName();

            
/*
             * 修改文g内容
             
*/

            
/*FileReader in = new FileReader(f);
            // 获得该文件的长度
            int size = (int) f.length();
            // 讄一个变量,对该文g中已被读取的字符计数Q初始化该变量的gؓ0
            int chars_read = 0;
            // 从该文g中读取数?br />             char[] data = new char[size];
            while (in.ready())
                chars_read += in.read(data, chars_read, size - chars_read);
            String s = new String(data, 0, chars_read);
            // System.out.println(s);
            in.close();

            int k = s.indexOf(newstr);
            while (k > -1) {
                s = s.substring(0, k) + str + s.substring(k + 3);
                k = s.indexOf(newstr);
            }
            // System.out.println(s);

            FileWriter out = new FileWriter(f);
            out.write(s);
            out.close();
*/


            
// 扚w重命名文?/span>
            int k = filename.indexOf(str);
            
if (k > -1{
                String newfilename 
= filename.substring(0, k) + newstr
                        
+ filename.substring(k + 3);
                System.out.println(filename 
+ " " + newfilename);
                f.renameTo(
new File(fl.getAbsolutePath() + "\\"
                        
+ filename.replace(filename, newfilename)));// q里可以反复使用replace替换,当然也可以用正则表辑ּ来替换了
            }

        }

    }

}
q行方式Q?br /> W一ơ:输入SOV USA回RQ然后把修改后的文g复制_脓回原来的文g夏V?br /> W二ơ:输入USA JAP回RQ然后把修改后的文g复制_脓回原来的文g夏V?br /> ……
注意Q第nơ运行时Q空格前输入应是当前新徏文g夹中的文件名Q后是你要修改的文g名?

飞翔天 2009-11-09 20:35 发表评论
]]>
HOI2 ai文g初步研究http://www.tkk7.com/DreamAngel/archive/2009/11/05/301333.html飞翔天飞翔天Thu, 05 Nov 2009 12:50:00 GMThttp://www.tkk7.com/DreamAngel/archive/2009/11/05/301333.htmlhttp://www.tkk7.com/DreamAngel/comments/301333.htmlhttp://www.tkk7.com/DreamAngel/archive/2009/11/05/301333.html#Feedback0http://www.tkk7.com/DreamAngel/comments/commentRss/301333.htmlhttp://www.tkk7.com/DreamAngel/services/trackbacks/301333.html.ai文g用来体现电脑操作的国家的思维方式和对玩家行ؓ的判断能力?br /> 当开始一局新游戏时Q电脑会启动各个国家的ai文gQ该文g以XXX_aaaa.aiQ其中XXX为国家idQaaaa为剧本开始年代,比如开?936q剧本时Q电脑会自动为d国开启ger_1936.aiQ而对于短剧本QXXX则相对于\Hearts of Iron 2\scenarios里各个短剧本的名字?br /> 调用.ai文g的方法是在事件文件中调用Q?br /> type = ai which = [file name]    # 通过q条命o来调用一个ai文g,q个ai文g会替? 原有的ai文g
比如q个事g:
################
# Battle of Britain
#############################################
event = {
   id = 24000
   random = no
   country = ENG
  
   trigger = {
       ai = yes
       war = { country = GER country = ENG }
       NOT = { war = { country = GER country = SOV } }
       OR = {
           control = { province = 56 data = GER } # Paris
           AND = {
               # Belgium
               control = { province = 45 data = GER }
               control = { province = 50 data = GER }
               control = { province = 51 data = GER }
               control = { province = 52 data = GER }
               control = { province = 65 data = GER }
               control = { province = 68 data = GER }
               control = { province = 69 data = GER }
               control = { province = 70 data = GER }
           }
       }
   }

   name = "AI_EVENT"
   style = 0   
  
   date = { day = 1 month = january year = 1936 }
   offset = 4
   deathdate = { day = 29 month = december year = 1948 }

   action_a = {
       command = { type = ai which = "switch/ENG_Britain.ai" }
   }
}
当英德交战,徯不交战,德国占领巴黎或者占领了比利时的Ƨ洲部分Q英国就会调整自qai?br /> Ai文g的命名方式可以随意,但必d事g中调用的文g名相同?/p>

ai文g多w的一?ai文g是原版游戏定义的Qswitch文g多w的ai文g则由后箋的补丁不断补充?/p>


---------------------------一个完整ai文g模型的介l?----------------------------

#一个完整的ai文gp多部分组成,但ƈ不意味着一个ai文g需要包含所有的q些部分Q?br /> #有时一个ai文g只有几个语句Q但它依然是正确的,它将只替换原有文件中的那几个语句?/p>

switch = [yes/no]
#默认是yesQ如果用noQ则ai不会在每q开始的时候寻找更合适的aiQ如果用的是国Q?br /> #则美国不会把他的政策从孤立主义逐渐改变到干涉主义?br /> #但由事g调用的ai会无视这个语句,q是能改变该国的ai?/p>

#各种政策U研{的调整|?br /> # exp_force_ratio = 0.750
#当前讑֮的flagQ事件会讑֮多个flagQ从而之后的事g可以按照flag的情冉|判断事g#发生与否?br /> flags = {
     testflag = yes
     invade_albania = no
     assist_finland = no
}

#调整ai同意索取领土要求的可能?br /> claim_acceptance = X

#向哪些国家要求领土他们会同意
demand_claims = {
  EST
  LAT
  ROM
  LIT
  FIN
}

#哪些国家如果我们占领了他们会l与他们独立
liberate = {
  LIT
  FIN
}

#对列表中的国安以媄响他们以改善关系,x的取值[0-10],0意味着毫无影响?br /> resistance = {
  ROM = x
}

#对列表中的国家有极强的R略性,如果某个国家对应的数值是100Q那么这个国家将不顾一
#切的试图毁灭该国。在本例Qd国将首先对付法国Q然后对付英国?br /> combat = {
  ENG = 60
  FRA = 70
}

#q个国家保证列表中的国家的独立Q这个数D高,如果相对应的国家受R略,保护国就
#容易进行干涉?br /> protect = {
  TUR = 100
  DAN = 100
}

#q个国家尽量和列表中的国家保持良好关系q与之同盟,数D高可能性越高?br /> befriend = {
  TUR = 100
  DAN = 100
}

#xxx表示省䆾IDQ这个语句表C个国家将力在战争中占领q个省䆾Qƈ可能通过?br /> #q判获得这个省份,n高可能性越高?br /> target = {
  xxx = n# 1 - 100
}

#电脑分配l升U的ic的最大?br /> upgrading = 0.1   

#电脑分配l增援ic的最大?br /> reinforcement = 0.1

#如果电脑被占据的ic比例过q个数字Q他׃恐慌而开始爆民兵
desperation = 0.3

#开始战略{UL耗的旉
strat_redeploy_threshold = [days]

#q行战略转移部队的最高比例,默认0.25
max_redeploying = X

#影响该国对别国宣战的几率
war = 50

# 完全中立的国家的该g?00?50
#影响该国接受同盟和军事通行要求的可能性,如果过100则完全不可能Q但qƈ不媄响该
#国宣战的可能性。该值取决于国策的选择和与其他国家的关pR?br /> neutrality = 0

#影响在前U对敌方表示友好的部队的比例Q默认是4.0
max_front_ratio    = X
#列表中的值将取代面对特定国家旉认的?br /> ax_front_ratios = {           
   FIN = 2.0
   ...
}

#送远征军的比?br /> #不要讄的太低,必须lAI在同盟军控制的战区放弃己斚w队指挥权的机?br /> exp_force_ratio         = 0.75

#AI不会l列表中的国安远征军Q如果它们之间要跨过大洋
#但如果两国邻q,q是会送远征军?br /> no_exp_forces_to = {
  TAG
  ...
}

#战时分配卫戍责Q的陆军最大比?br /> max_garrison_prop     = [0.0-1.0]
#战时分配卫戍责Q的陆军最比?br /> #所有非前线省䆾的陆军都有卫戍AI控制(除非q个国家准备q行一ZR?
min_garrison_prop

#分配l徏造基设施的IC比例
construction = {
  max_factor         = [0.0-1.0]   

# 建造防I炮的设|,yes = L建? no = 不? atwar = 战时建? not_atwar =和^时徏?br />   AA_batteries     = [yes/no/atwar/not_atwar] 

# 过q个数值则不再建?br />   max_AA_level     = X         

# 建造防I炮的省份列表,填入省䆾的IDQ按优先序排列 
  AA_provs         = { ... }   

# 建造v岸要塞的讄Q同?br />       coastal_fort     = [yes/no/atwar/not_atwar]

# 过q个数值则不再建?br />   max_coastal_level   = X         

# 建造v岸要塞的省䆾列表Q按优先序排列
  coastal_fort_provs   = { ... }   

# 同上Q雷?br />       radar_station     = [yes/no/atwar/not_atwar]
      max_radar         = X         
radar_provs         = { ... }   

# 同上Q机?br />       air_base         = [yes/no/atwar/not_atwar]
  max_air_base     = X         
      air_base_provs     = { ... }   

# 同上Q港?br />       naval_base         = [yes/no/atwar/not_atwar]
      max_naval_base     = X       
      naval_base_provs     = { ... }

# 同上Q地?br />       land_fort         = [yes/no/atwar/not_atwar]
max_land_level     = X
# 在这些国家的边界造地?nbsp;      
fort_borders = {                   
       GER,
       ITA,
       ...
   }

# 通常在资源充的时候不断徏造ICQ除非是在战?br /> ic_at_war            = [yes/no]       

# 无论资源是否充Q不断徏造ICQ直到Xq?通常用于某国可以预见之后进行扩?
force_ic_until     = X         

# 在这一q结束时停止建造IC
ic_end_year            = X               

# 建造IC的省份优先权列表
IC_provs            = { ... }
}


garrison = {
defend_overseas_beaches = [yes/no] # 是否外dQ默认no

# 在下列语句中X是一个基敎ͼq个基数表示每个地区L多少个师Q这个基数取决于??br /> # 数量?ps,q一D|q不大懂Q望指点)
home_multiplier = X # 在本土,用这个数乘以基数Q默? 0.5
overseas_multiplier = X # 在其他领土,用这个数乘以基数Q默? 0.3333
home_peace_cap = X #在和qx期,守卫首都地区的最大部队数?
war_zone_odds = X # 默认: 2.0 (量辑ֈ地方部队的两?
area_multiplier = { # 如果某个地区有一个特D的省䆾Q则列在表中Qƈ用特D的g以基?br />           #(可以覆盖外省䆾的数? 但不能覆盖本土省份?
       155 = 1.5
       ....
}

      #d优先权设|?
      beach = 50             # 岸省䆾的优先权
      capital = 100           # 首都
      human_border = 210         # 忽视人类同盟玩家
      war_target = 100         # q个AI下一个要q攻的国?br />       reserves = 20           # 前线后的省䆾
      opposing_alliance = 100     # 通常说来Q所有的同盟都是对立?br />       claim_threat = 100       # 如果q个国家中立Q这条语句针对可能向他宣战的国家
unstable_border   = 50     # 与他国相接的别国被占据领?br />       # 特别的省?br />       province_priorities = {
          527 = 50   # 省䆾527 的驻军优先权?0
          1123 = -1   #优先权ؓ负数则会覆盖所有其他优先权q设|ؓ0
          ...
      }
    
      ignore = {
      1123   #设ؓ0...
      }
key_point_prio_mult     = [Value]   # 把这个省份的优先权设为value(有疑问)
}

front = {
   river =        x      #(用多少部队q行跨河dQ?lt; 1.0 表示有优?

   #以下数g正防御方的兵力数量及胜利几率(1.0 = 没有区别)
   largefort    = x #对于6U及以上地堡
   smallfort    = x #对于6U以下地?br />    occupied    = x #被敌斚w土包?br />    owned        = x #被本斚w土包?/p>

   #战斗修正数?br />    # 以下数值减进L的战斗效?br />    frozen_attack    = 0.50
   snow_attack    = 0.50
   blizzard_attack = 0.25
   storm_attack    = 0.60
   muddy_attack    = 0.75

   #减少q攻方的完全q攻效率(1.0 = 没有修正, 0.5 = 减半.)
   jungle_attack    = 0.85
   mountain_attack    = 0.60
   swamp_attack    = 0.60
   forest_attack    = 0.85
   hill_attack    = 0.75
   urban_attack    = 0.40
  
   # 前线部队的比例,通常用于防备d省䆾的进攻,默认Q?.33?br />    support_defense_prop = X

   recklessness        =    [0-3]#鲁莽E度Q越是高QAI容易做出冒险的丑֊
  
   # Even - 部队均匀分布在前U?br />    # Reactive - 针对Ҏ部队的重炚wl部?br />    # Defensive - 更多的部队防御战略要?IC, Victory Points, Oil, etc)
   # Offensive - 更多的部队集l在Ҏ防M薄弱之处
   # Operational Defensive - 撤退的道路越,部队少(避免被包饺子.)
   distrib_vs_ai        =    [even/reactive/defensive/offensive/op_defensive]
   distrib_vs_human    =    [even/reactive/defensive/offensive/op_defensive]

   #在制定日起内Q不会向制定国家宣战?比如英法队d国R略L兰时的观?
   enemy_handicap = {
       ENG = 100
       FRA = 120
       ...
       ...
   }

   passivity = { # 对特定国家的反击
       # 取D? 0-100 (%)
       ENG = 0
       FRA = 50
       ...
       ...
   }
  
   province_priorities = {
       527 = 0.2    #分配原本应该分配?0%的部队来防守省䆾527
       ...
   }
  

   reserve_prop            =    [0.0-1.0]   
# d力中分配l后斚w队的最高比?包括指挥部和其他的师)
   panic_ratio_vs_ai        =    X   
# 如果敌方部队的数量超q己斚w队这个倍数Q则要求更多部队
                            
#注意Q这会得部分部队放弃卫戍责任,所以,讑־高一?br />    panic_ratio_vs_human    =    X             # 同上Q针对hcȝ?br />    enemy_reinf_days        =    X   
# 在X天内Q计获胜几率的同时l计q入目标省䆾的敌军数?br />    base_attack_odds        =    X    # 如果莯几率高于XQ则d
   min_attack_odds            =    X   
# 如果战斗发生了僵局Q若胜利几率低于q个数|AI会选择停止战斗或撤退
   max_attack_odds            =    X   
# 如果胜利几率高于q个数|AI不会再派遣援?br />    reinforce_odds            =    X   
# 如果胜利几率在这个数|则会zN援军
   withdraw_odds            =    X   
#如果胜利几率低于q个数|则会攑ּq攻或者撤退
   # 注意: 计算防MҎ退几率的公式非常复杂,用几个变量来体现很难
   # 注意: 如果q_l织度过低,则部队也有可能撤退
}

military = {
   relative_build_scheme    = [yes/no]   
# yes:AI会尽量保持自q部队U类的比例;no:AI会按照下面的比例来分配自q生。默?yes
   max_batch_peace = 800                   
# 和^时期AI用流水线生同一单位的最长日?br />    max_batch_war = 500                       
# 战争q未蔓g到本国边境时期AI用流水线生同一单位的最长日?br />    max_batch_home_front = 190               
# 战争已经蔓g到本国边境时期AI用流水线生同一单位的最长日?br />    #注意: AI生单位的数量同时受到其他因素的制约, 比如ȝIC限制, 剧本l束时v要
#到来Q以及生绝望情l时.

        # 生分配表范?
   infantry =        3
   cavalry =        0
   motorized =    5
   mechanized =    6
   light_armor =    0
   armor =        10
   paratrooper =    0
   marine =        6
   bergsjaeger =    3
   garrison =        0
   hq =            2
   militia =        0
                   # 35 %

   escort =        5
   multi_role =    7
   interceptor =    3
   strategic_bomber = 4
   tactical_bomber = 6
   naval_bomber =    5
   cas =            5
   transport_plane = 0
   flying_bomb =    0
   flying_rocket = 0
                   # 35 %

   battleship =    2
   light_cruiser = 4
   heavy_cruiser = 3
   battlecruiser = 0
   destroyer =    6
   carrier =        6
   submarine =    4
   transport =    5
                   # 30 %
# 注意:d必须?00%


# 加强旅生?
# (每个可以加加强旅的师都有一个合适的加强?
#陆军加强?
   artillery            =    15
   sp_artillery        =    5
   rocket_artillery    =    0
   sp_rocket_artillery    =    2
   anti_tank            =    3
   tank_destroyer        =    5
   light_armor_brigade    =    0
   heavy_armor            =    0
   super_heavy_armor    =    0
   armored_car            =    0
   anti_air            =    5
   police                =    0
   engineer            =    5
# l合必须<= 100

# 军加强?
   cag                =    100
# l合必须<= 100
}

#我参考的一研IAI的文章里Q作者是针对1.2版本的,而现在是1.3版本Q不知道是否有变?br /> #那篇文章的作者指出,relative_build_scheme = [yes/no]q个语句在所有的单独ai文g中,都是
#选noQ因为如果选yesQai会尽力自己的所有单位在U类上保持一个相同比例,比如苏联会ؓ
#每一个步兵师建造一艘战列舰。而由于开局时v军和陆军比例完全pQ英国和国会一开?br /> #暴陆军空军,直到他们的数量和军相同。而如果意大利?2q被英国消灭了所有v军,他就?br /> #在接下来?~4q里只造v军,完全不造陆军?br /> #我不清楚q句话在1.3里是否有改变Q但我徏议还是选noQ然后按照自q意思分配ai建?/p>


air_marshal = {
   icxdayscostfactor = 10.0        # 如何估算预期要消耗的真实ic数?br />    manpowercostfactor = 100.0        # 如何估算预期要消耗的真实人力资源数?br />    destructionriskthreashold = 0.2        # 如何评估一个师要被解?/p>

   airsuperioritydesirability = 10.0    # 作ؓ一个乘数参加Q务期望的计算
   airsuperioritylosstolerance = 1.0    # 什么样的损失比例在d中是可以接受的,2.0
#表示2倍的损失倍接? 0.5 表示一?br />    groundattacklosstolerance = 1.0
   groundattackdesirability = 1.0
   interdictionlosstolerance = 1.5
   inderdictiondesirability = 1.0
   logisticalstrikelosstolerance = 4.5
   logisticalstrikeefficency = 0.01# q个数值用来调整在完成d旉到的实际损失
   logisticalstrikedesirability = 100000.0
   runwaycrateringlosstolerance = 1.5
   runwaycrateringefficency = 0.01
   runwaycrateringdesirability = 20000.0
   strategicstriketolerance = 4.5
   strategicstrikeefficency = 0.01
   strategicstrikedesirability = 1000000.0
   installationstriketolerance = 1.5
   installationstrikeefficency = 0.01
   installationstrikedesirability = 10.0
   navalstriketolerance = 1.0
   navalstrikedesirability = 10.0
   portstriketolerance = 1.0
   portstrikedesirability = 9.0


   # 你可以设|很多军事计? 但是如果你想增加一个那p在所有的U类中都增加Q?br />    # 默认状态下q没有设|?br />   
   # 默认如下:
   taskforcetype = {
       name = "Air Superiority" # 名字可以随意Q便于调?br />       
       desiredratio = 0.400 # q个比率表示q个国家是否希望q行q项计划?       
      
       rangeweight = 10.000 # I军在这计划中的重要?
       airkillpowerweight = 2000.000 # 在这个计划中I军消灭地方IZ实力的重要?
       hardkillpowerweight = 0.000
       softkillpowerweight = 0.000
       navalkillpowerweight = 0.000
       strategickillpowerweight = 0.000
      
       transportcapacityweight = -1000000.000
# 很大的负数表C输船完全摈弃在这个计划之?br />       
       airvulnurabilityweight = -1.000
# 暴露l敌方空军的q评估(q个数值是建造成本及其他多种数据的综合考虑)
       surfacevulnurabilityweight = 0.000
      
       # ai在完成Q务时要考虑哪些问题Q?br />        # Idle is the "mission" the AI is on when doing nothing,
       # Reorganize is the "mission" the AI is on when trying to reform its
       # air OOB to be more optimal. The other missions listed here correspond
       # to the standard tactical missions AND a rebase to the best airbase.
      
       # Possible missions are:           
       idle = yes
       reorganize = yes
       air_superiority = yes
       #其他?夺取制空?相违背的默认计划
       #interdiction 锁
       #ground_attack d地面部队
       #logistical_strike 轰炸补给U?br />        #runway_cratering 轰炸机场
       #strategic_bombardment 战略轰炸
       #installation_strike 战术轰炸
       #naval_strike 舰船轰炸
       #port_strike 港口轰炸
       #convoy_air_raiding IZ护卫
       #airborne_assault I降H袭
       #air_supply     I补给
   }
  
   # 其他默认I军d
   taskforcetype = { name = "Soft Bombing" desiredratio = 0.200 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
   taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
   taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
   taskforcetype = { name = "Naval Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
   taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }

}


#部队的数量乘以leader_rartio便得到实际分配的领数量.
#如果你有101陆军单位同时land_field_marsal = 0.02 那么你有两个元帅.
leader_ratio = {
   land_field_marshal =0.02
   land_general =0.031
   land_lt_general =0.41

   sea_grand_admiral =0.02
   sea_admiral =0.061
   sea_vice_admiral =0.401

   air_marshal =0.02
   air_general =0.091
   air_lt_General =0.11
}

#AI两栖作战的媄响因?br /> invasion = {
     #对于某个特定的省份目?br />    base = 1.0            # 相对关系修正. (数g = 特定的重要省?)
   random = 1.0                    # 随机范围大小(1.0 = 1%)
   coastal = 1.0             # 数值高则避免登陆有岸要塞的省?br />    beach = 1.0               # 数值高则避免难以登陆的岸.
   distance = 1.0             # 数值高 = 避免q距M?
   max_distance = 20.0        # 如果目标距离过q个Q则忽视之? = 100km ingame.
   pocket = 1.0             #优先, 比如完全被敌国省份包围的省䆾.
   island = 1.0             #是否优先占领孤岛
   enemy = 1.0               #数值高表示警惕敌方有驻军的省䆾
   adjacentenemy = 1.0         # 数值高表示警惕邻近的敌?br />    air_base    = 0.1              # 有机场的省䆾的优先权
   naval_base    = 0.1                # 有港口省份的优先?br />    air_support    = 0.1              #敌方I军半径范围内的岸优先?br />    ignore = [yes/no]            # 发动늕Q看是否和我国有边界. Default: no.

   redirect     = priority/nearest/home   # AI文g中的目标w䆾的优先权
                        # 最q的AI有良好的d效率q且有机会退?br />                                         

   #部分特定省䆾有较高优先权
   target = {
       898 = 1000 # 入RSouth Sicily (898) 有着极高的优先权. 负数表示完全不管那里.
   }
}


#影响AIҎv军控制的因素
admiral = {
   #对下列v域的d有特别的优先?br />    target = {
       592 = 200        ...
   }

   #下列域为核心v域,对它的控制很重要
   core = {
       592
       ...
   }
  
   #下列省䆾可被用作港口
   base = {
       592
       ...
   }
  
   #被忽略的省䆾
   ignore = {
       #以下必须是v域,而不是省份ID
       "northern baltic"
       "southern baltic"
   }

   min_org        = 95%    # 在下ơ出港前必须辑ֈ最高组l度的比?br />    min_dmg    = 95%   # 在下ơ出港前必须辑ֈ最高h力的比例
   return_org    = 60%    # 低于最高组l度的这个比例将回港
   return_dmg    = 50%    # 低于人力的这个比例将回港
}

# U研发展的媄响因?br /> technology = {
   endgoal = { ... }            #要完成的科技列表Q填入科技ID
   preference = { ... }        # 优先研究的科技列表
   ignore = { ... }            # 不会研究的科技列表

   #优先研究的科研领?br />    armor = 2.0
   infantry = 3.0
   industry = 2.5
   aircraft = 0.6
   naval = 0.1
   land_doctrines = 4.0
   air_doctrines = 0.9
   naval_doctrines = 0.1
   secret_weapons = 0.4
}

# 对于贸易协定的媄响因?br /> trade = {
   favored = {
       TAG = X      # 对这些国家有贸易优惠
   }
   embargo = {
       TAG          # 不会和这些国家进行交?br />    }
  
   # q个数指表示AI取消贸易协定的可能性,默认?4.0.
#低一些的数DC个国家很Ҏ取消不利于他们的贸易协定.
   cancel_deal_threshold = X       

   # 下面的数值将覆盖"db\resource_values.csv" 中AI对各资源重要性的看法Q?br /> #除非讄?-1 (默认.)
   energy =            -1
   rare_materials =    -1
   metal =                -1
   oil =                -1
   supplies =            -1
   money =            -1
}

# 对科技׃n的媄响因?br /> tech_sharing = {
   favored = {
       TAG = X      # 乐于和这些国家分享科技Q如果XD高,则会分n质量较高的科技
       ...
   }
   embargo = {
       TAG          # 不会和这些国家分享科技
       ...
   }
   not = {
       ID          # 不会分nq些U技
       ...
   }
   prioritized
       ID = X      # 优先分nq些U技
       ...
   }
}



飞翔天 2009-11-05 20:50 发表评论
]]>
վ֩ģ壺 18վѹۿ| ŷa߹ۿ| ŮƵ| þ޾ƷĻ| Ƶֻ߹ۿַ| ۺɫ߲| Ƶ߹ۿ| ޾Ʒþþ| Ʒ߲| ŷ޾þav| aëƬ߻վ| AVרAv| 鶹ƷѹƬ| ձ߿Ƭ| ¼Ƶѿ| ˳777߲| ѿƬִֻ| ƷһëƬ| ۺ| ѨƬ߹ۿ| ƷպAV| AVվ| AžƷһ| ҹ˾ƷӰ߹ۿ| Ȱ׽һ| ޻ɫһëƬ| ҹʱ| ƬѸ | ˬָ߳ëƬ | ŷһ| ޹˾þۺ3d| hƵѹۿ| һ| һĻ| һëƬ| ũѸһëƬѿƵ| AVƬɫ߹ۿ߳| ëƬ߲| ձѸ| 2018| ޾Ʒ|