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)