羣星烏托邦改派方法一覽 自定義艦船血條和盾條顏色

羣星烏托邦改派方法

羣星烏托邦改派方法一覽 自定義艦船血條和盾條顏色

首先,瑞典蠢驢-1000,因爲在1.5他們把00defines這個文件從lua改成了txt格式,直接導致文件整體的不直觀,並且嚴重妨礙了改派工作,接下來慢慢分析這個txt,爲了保險起見依然使用notepad++打開。

首先告訴大家一個好消息,1.5中大家可以自己定義艦船血條顏色和盾條顏色了,看慣了灰的和藍的的條條了?改!

在graphics裏面

SHIP_HEALTH_BAR_COLOR = { 0.0 1.0 0.0 1.0 }

SHIP_HEALTH_BAR_BG_COLOR = { 0.5 0.0 0.0 1.0 }

SHIP_SHIELD_BAR_COLOR = { 0.0 0.4 1.0 1.0 }

SHIP_SHIELD_BAR_BG_COLOR = { 0.0 0.0 0.5 1.0 }

這四個數值據分析是rgb和alpha通道,然後在這段代碼的上面,似乎看到了對中文的支持。

NAVIGATION_ARROW_FONT = "Orbitron"

NAVIGATION_ARROW_FONT_SPECIAL = "arial" # russian and polish

NAVIGATION_ARROW_FONT_SIMP_CHINESE = "Chinese_normal" # Chinese

可以看出來,p社已經把字體準備好了,但目前顯然只有字體準備好了。

在interface裏,p社做了一個大改:

MAX_NUM_SAVE_GAMES = 100

在1.4和其他上古版本中,這個數值是30。

舉個例子說,即是你是一年一自動存檔,也要到2400.12.30的時候纔會自動刪掉第一個自動存檔。

gameplay裏面,不知道是p社改了語法還是改了bug:

ALLOW_EMPIRE_DESIGN_CHEATS = no

MIN_RESOURCE_STORAGE = 100 # Minimum amount that can always be stored of accumulative resources

FALLEN_EMPIRE_FLEET_POWER = 0.85

gameplay裏的兩行新加內容,前一條估計是爲了解決資源上限爲負的情況。第二條的參數估計要到後面才用得上。

原來的是= false

MIN_UNBLOCKED_TILES = 5 # Always try to have this many unblocked tiles on planets when generating the galaxy

MIN_HABITABILITY = 0.40 # Planet habitability must be at least this value to be able to colonize

MIN_HABITABILITY_FOR_MIGRATE = 0.60 # Planet habitability must be at least this for Pops to want to move there

今後不會出現滿地障礙格子和一羣往死寂上面移民的作死pop了。

FTL_RANGE_WARP = 50

曲率再次增強,而在1.4和之前版本中關於基本資源收益的設定被從gameplay中移除,接下來是gameplay中戰爭分數的分析。

首先,艦隊打架的計分公式沒變;然後,封鎖的得分系數被移除了(陸軍馬鹿的最終勝利)。

WAR_SCORE_PLANET_POP = 0.5 # Relative warscore value of a planet for every Pop

星球上現在有多少pop會影響該星球分值,而不是以前按照建築數量計算。

WAR_SCORE_SUBJECT_MULT = 0.5 # Planets of subjects have this multiplier attached to their warscore value

WAR_SCORE_SUBJECT_FE_MULT = 0.1 # Planets of Fallen/Awakened Empire subjects have this multiplier attached to their warscore value

新的兩個計分系數,打一般國家的小弟只拿一半分,打粑粑/爺爺的小弟只拿十分之一的分。

PLANET_FORTIFICATION_DEFENSE_BONUS = 50 # At 100% fortification divide damage to defending armies by this

這個數值原來是10,改成50是什麼意思呢,就是說,在工事全滿的時候,派陸軍下去waaggh,會給守軍造成50%的傷害。

海軍都拆了吧,留能打掉空間站的那點就行。

GOVERNMENT_CIVIC_POINTS_BASE = 2 # Base amount of civic points (to "pay" for government civic costs)

新的有關公民點數的設定

AUTO_DECLINE_DIPLOMACY_DAYS = 180 # Number of days after which diplomatic action will automatically be declined

CUSTOM_EMPIRE_SPAWN_CHANCE = 50 # Chance that an empire will be created from an existing template instead of randomly generated (10 = 1% chance)

180天后自動拒絕某個外交提議

自定義勢力現在只有5%的機率出現(以前是10%)。

START_ARMIES = 5 # This amount of defense armies will be generated on home planet

開局5個衛隊,以前這裏是開局7人口的設定

ADVANCED_EMPIRE_EXTRA_POPS_MIN = 2 # How many extra pops does advanced empires get on their homeworld?

ADVANCED_EMPIRE_EXTRA_POPS_MAX = 4

ADVANCED_EMPIRE_COLONY_NUM_MINES = 1

高級勢力現在有更多的開局人口,殖民地上也會有至少一個礦場。

GROUND_SUPPORT_ARMAGEDDON_DMG = 0.60 # Multiplier to fortification damage

軌道轟炸的新模式

## tradition cost = ( base_cost + ( ( cost_tradition * num_traditions )^traditions_exponential ) + cost_pop*num_pops ) * ( 1 + cost_planet*num_planets )

TRADITION_COST_TRADITION = 6

TRADITION_COST_TRADITION_EXP = 1.6

TRADITION_COST_MULT_NUM_COLONIES = 0.25 # Each Planet adds +X% Tradition cost

TRADITION_COST_MULT_NUM_POPS = 2 # Each Pop adds +X Tradition cost

TRADITION_COST_MULT_NUM_SLAVES = 0.50 # Each Slave adds +X% to num pops mult

TRADITION_COST_MULT_NUM_SENTIENT_ROBOTS = 1.00 # Each Sentient Robot adds +X% to num pops mult

TRADITION_COST_MULT_NUM_XENOS = 1.00 # Each Xeno Pop adds +X% to num pops mult

TRADITION_COST_MULT_NUM_XENO_SLAVES = 0.50 # Each Xeno Slave adds +X% to num pops mult

傳統的花費