帝国时代3修改教程

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关于帝国时代3无限人口的方法

关于帝国时代3无限人口的方法

关于帝国时代3无限人口的方法首先打开文件夹然后打开文件夹然后用记事本方式打开protoy文件只有proto 和protox文件请大神帮忙怎么修改才能无限人口,修改器我用了按F1就闪退,本人只想玩玩无限人口,不管好玩不好玩proto是帝国3的,protox是酋长的,protoy是亚洲的,要对应着修改点击大图查看,进入文件夹以后按ctrl加F键进入查找,然后开始查找兵种,比如查找鄂图曼炮兵(其实是枪兵),英文代码为“abusgun”找到以后修改人口数。

把2改为零就人口无限了。

长枪兵(Pikeman)长戟兵(Halberdier)双手剑士(Doppelsoldner)剑盾手(Rodelero)弩兵(Crossbowman)长弓兵(Longbowman)火枪兵(Musketeer)苏丹亲兵(Janissary)散兵(Skirmisher)葡萄牙散兵(Cassador)俄国散兵(Strelets)轻骑兵(Hussar)枪骑兵(Lancer)龙骑兵(Dragoon)胸甲骑兵(Cuirassier)奥斯曼重骑兵(Spahi)骑射手(Cavalry Archer)手枪骑兵(Ruyter)德国骑兵(Uhlan))战车(War Wagon)哥萨克骑兵(Cossack)沙皇骑兵(Oprichnik)鹰炮(Culverin)长炮(Falconet/Field Gun)迫击炮(Mortar/Howitzer)奥斯曼轻炮兵(Abus Gun)掷弹兵(Grenadier)管炮(Organ Gun)重型加农炮(Heavy Cannon)重型火炮(Great Bombard)火箭(Congreve Rocket)渔船(Fishing boat)小型帆船(Caravel)大型帆船(Galley)重型战船(Galleon)武装快舰(Frigate)炮舰(Monitor)城镇中心(Town Center)火焰投掷器60333(60334)神火飞鸦60196(60197)英文名:ypFlyingCrow 发射物:ypCrow 69852 轻型迫击炮60192(60193)英文名:ypHandMortar铁连枷兵60176(60197)怯薛60172(60173)英文名:ypKeshik流星鎚兵60180(60181)草原骑兵60168(60169)火绳枪兵(主战兵种)60156(60157)英文名:ypArquebusier长刀兵60164(60165)中国连弩兵60152(60153)中国长枪兵60160(60161)铁军60771(60772)英文名:ypMercIronTroop满州兵25160(25170)籐盾兵60787(60788)福船63614(63615)战斗帆船62205(62206)英文名:ypWarJunk迫击炮战船30923(30924)英文名:Monitor盲和尚61696(61697)少林大师60200(60201)英文名:ypMonkChinese王晋海总兵官(易周正大帝)63548(63549)ypSPCJinhai黄坚都指挥63564(63565)英文名:ypSPCHuang陈烙63568(63569)弟子63454(63455)英文名:ypMonkDisciple中国佣兵军68681(68682)英文名:ypConsulateArmySPCChinese2 中国佣兵连68677(68678)英文名:ypConsulateArmySPCChinese1 旧汉军62090 英文名:ypOldHanArmy正规军66592 英文名:ypStandardArmy明军66595 英文名:ypMingArmy御林军62094 英文名:ypImperialArmy防卫军62102 英文名:ypTerritorialArmy禁卫军62098 英文名:ypForbiddenArmy村民60245(60246)英文名:ypSettlerAsian汤尼卡车43183(43184)山羊61752(61752)英文名:ypGoat金矿36007 英文名:MineGold市镇中心22841(28145)英文名:TownCenter村落60227(60228)英文名:ypVillage城堡62979 英文名:ypCastle军事学院60231 英文名:ypWarAcademy寺院60207 英文名:ypMonastery市场65500 英文名:ypTradeMarketAsian领事馆60213 英文名:ypConsulate大报恩寺塔65045(65046)英文名:ypWCPorcelainTower5 白塔65025(65026)英文名:ypWCWhitePagoda5颐和园65005(65006)英文名:ypWCSummerPalace5孔庙64986(64987)英文名:ypWCConfucianAcademy5天坛64872(64873)英文名:ypWCTempleOfHeaven5。

帝国时代3修改添加单位攻略

帝国时代3修改添加单位攻略

帝国时代3修改添加单位攻略修改添加兵种或建筑主要是DATA文件夹下的两个文件protoy.xml techtreey.xml 前者为单位属性后者为各个国家的基本属性与所能制造单位的设定~首先如果别的国家有而你所用的国家没有的兵种或建筑想用自己的国家制造出来的话先在techtreey.xml文件下添加我们拿中国为例~首先打开techtreey.xml文件查找YPAge0ChineseUnits找到之后会看到以下文字~<Tech name ='YPAge0ChineseUnits' type ='Normal'><DBID>4982</DBID><Status>UNOBTAINABLE</Status><Flag>Shadow</Flag><Effects><Effect type ='Data' amount ='1.00' subtype ='Enable' relativity='Absolute'><Target type ='ProtoUnit'>ypSettlerAsian</Target></Effect><Effect type ='Data' amount ='1.00' subtype ='Enable' relativity='Absolute'><Target type ='ProtoUnit'>ypbankasian</Target></Effect><Effect type ='Data' amount ='1.00' subtype ='Enable' relativity='Absolute'>。

帝国时代3修改方法

帝国时代3修改方法

帝国时代3修改方法Three required files:The Data directoryXML proto.XML stringtable.XML techtree.The main contents of the documents:The basic properties of the unitStringtable.xml: display languageTechtree. XML: the basic properties of technology and CARDSA single file modification1. Proto. XMLOpen this file editor with a notepad.< Unit id = 'X' name = 'XXX' >The first attribute of the unit, without making complicated changes, advises against moving.The < DBID > X < / DBID >Usually do not make changesThe < DisplayNameID > X < / DisplayNameID >The text code shown in the game is associated with the stringtable.xml.The < EditorNameID > X < / EditorNameID >Also shown in the text code, but do not know where to work, generally not to make changes, to the stringtable.xml connection."ObstructionRadiusX.ObstructionRadiusZThe actual volume of the unit, the larger the number, the bigger the volume, the bigger the target.The < FormationCategory > X < / FormationCategory >There are the categories, the ones, the protected, the body, the mobileIt is commonly used for armed forces with Ranged attacksProtected is generally used for artillery and for units with little ability to attackBody is commonly used for melee infantryMobile is generally used for cavalryThe < MaxVelocity > X < / MaxVelocity >The < MaxRunVelocity > X < / MaxRunVelocity >The maximum walking/running speed, the higher the number, the faster the unit moves, the more valuable it isThe < MovementType > X < / MovementType >The unit mobile mode, which has a lot of modification valueAir, water, landAir: mobile is completely unhindered, flying in the sky.Water: only in the sea.Land: only on land.The < TurnRate > X < / TurnRate >The speed at which the unit turns, the higher the number, the faster the turn.(if the number is too small, the unit will move in the direction of the target, and then slowly turn over again.)The < AnimFile >It is recommended not to make changes.The < ImpactType > X < / ImpactType >The units themselves, such as Flesh, Animal, Wood, Stone...The < Icon > X < / Icon >The profile of the unit call, which is shown in the build command.The < PortraitIcon > X < / PortraitIcon >The unit call profile, this is the big &small portrait when you click on a unit.The < RolloverTextID > X < / RolloverTextID >Language display code, which is the language code that displays the description of the unit in the building command or in the main city mode card.The < ShortRolloverTextID > X < / ShortRolloverTextID >The language display code, when you move the cursor to a unit, display the language code that describes the unit.The < InitialHitpoints > X < / InitialHitpoints >The initial value of the life that the unit has just been produced, if it changes to 0...It's very valuableThe < MaxHitpoints > X < / MaxHitpoints >Maximum life value of the unit (not upgraded).It's very valuableThe < LOS > X < / LOS >The view of the unit, the larger the number, the wider the horizon.It's very valuableThe < ProjectileProtoUnit > X < / ProjectileProtoUnit >The projectile that is fired at the time of unit attack, the unit name.Changing the valueThe < UnitAIType > X < / UnitAIType >The AI type invoked when the unit is idle (for the time being).It's very valuableThe < BuildPoints > X < / BuildPoints >The < TrainPoints > X < / TrainPoints >The amount of time the building/unit is required to produce. The larger the number, the slower the production.(if you change the building to 0, you just put the building down.)It's very valuable< Bounty > X < / Bounty >The < BuildBounty > X < / BuildBounty >Unit death/production added experience value.It's very valuable< Cost resourcetype = 'XXX' > X < / Cost >The type and number of resources required for the production unit.It's very valuable< InitialResource resourcetype = 'XXX' > X < / InitialResource >The type and number of resources provided by the unit (such as trees and silver mines) that provide resource extraction.It's very valuableThe < ResourceSubType > Gold < / ResourceSubType >A unit that provides resource extraction with the type and number of resources (corresponding to the above).It's very valuableThe < BuildingWorkRate > X < / BuildingWorkRate >The multiplier of the speed of construction, such as research and production.It's very valuableThe < MaxContained > X < / MaxContained >Units provide room for space.Changing the valueThe < AllowedAge > X < / AllowedAge >The unit was produced in the earliest times (0-4).Changing the value< Armor type = 'X' value = 'X' > < / Armor >Unit armor type (see, siege, hand) and offset the percentage of damage. A unit can have more than one armor. I haven't tried it yet.(for example, 0.2 indicates the 20% of the attack damage.)High Numbers don't mean invincible!This has to do with the type of damage in the back, and I'll show you later.It's very valuableThe < BuilderLimit > X < / BuilderLimit >Build the largest number of construction workers in the unit.Changing the valueThe < GathererLimit > X < / GathererLimit >The maximum number of collectors supported by the unit.It's very valuableThe < PopulationCount > X < / PopulationCount >The population of each such unit.(if you want to be a soldier, change it to zero.)It's very valuableThe < PopulationCapAddition > X < / PopulationCapAddition >The population that each class supports.It's very valuableThe < UnitType > XXX < / UnitType >The < Flag > XXX < / Flag >Very modified value!You can define the basic properties of the unit.If not Delete (< Flag > NotDeleteable < / Flag >), the Hero (< UnitType > Hero < / UnitType >)...I'll show you later.In < UnitType > XXX < / UnitType >Down here, usually< Train row = 'X' page = 'X' column = 'X' > XXX < / Train >A stringThis is the setting for the unit that the unit can produce! Very useful! Try to change it, add it, and I'll show you later.In < Flag > XXX < / Flag >Down here, usually< Command page = 'X' column = 'X' > XXX < / Command >This is the setting of certain capabilities (control buttons) for this unit, which is very useful! Try to change it, add it, and I'll show you later.In "Tactics > XXX < / the game >And now, usually we have thisThe < ProtoAction >XXX< / ProtoAction >A kind of set of unit action, very useful! There's a lot of associations, and I'm going to try to change it, and I'll show you how it's done in the future.It's very valuable!< ProtoAction > to < / ProtoAction > :< Damage > XXX < / Damage > unit attacks Damage.< DamageType > XXX < / DamageType > damage type.< MaxRange > XXX < / MaxRange > range.< ROF > XXX < / ROF > attack rate (the smaller the number, the higher the rate).< DamageCap > XXX < / DamageCap > is not very clear, it seems to be the maximum Damage caused by an attack, normally used for ships, the value = Damage * 2< DamageBonus type = 'XXX' > X < / DamageBonus > for the damage multiplier for certain units.The UnitType of the corresponding unit is associated with XXX.< DamageArea > XXX < / DamageArea > attack.< DamageFlags > XXX < / DamageFlags > is unknown.The setting of the collection speed of the collector.Search "< Unit id = '200' name = 'Settler' >"(gatherer), then search for "< Name > Gather < / Name >",There will be (the following values are original)< Name > Gather < / Name >< Rate type = 'Tree' > 0.500000 < / Rate >< Rate type = 'Mill' > 0.670000 < / Rate >< Rate type = 'AbstractMine' > 0.600,000 < / Rate >'Rate type =' Plantation '> 0.500000 < / Rate >< Rate type = 'Herdable' > 3.000000 < / Rate >< Rate type = 'Huntable' > 0.840,000 < / Rate >< Rate type = 'BerryBush' >.670000 < / Rate >The larger the number, the faster the gathering speed. The unit of velocity should be X unit resource/SEC.The basic modifications to the proto-.xml are written here.2. Techtree. XMLWarning: the techtree that I use is the techtree. XML in the patch of the ranger's network below 9 levels and card use limits.In this file, most of the technology or CARDS are described in this format:< Tech name = 'XXX' type = 'XXX' >The < DBID > X < / DBID >< Status > XXX < / Status >The < Flag > XXX < / Flag >The < Effects >< Effect type = 'Data' amount = 'X' subtype = 'Enable' relativity = 'Absolute' >< Target type = 'ProtoUnit' > XXX < / Target > < / Effect >XXX< / Effects >< / Tech >1). This is a complete description of a technology format.Take the example of upgrading the technology of the three-mast battleship (the following information is originally set)Search "ImperialManOWar" until the following description (the same as the standard trial version of this technology) :"Tech name = 'ImperialManOWar' type = 'Normal' >The < DBID > 1336 < / DBID >The < DisplayNameID > 31112 < / DisplayNameID >< Cost resourcetype = 'Wood' > 1500.0000< / Cost >< Cost resourcetype = 'Gold' > 1500.0000 < / Cost >"ResearchPoints >, 30.0000 < / ResearchPoints >< Status > UNOBTAINABLE < / Status >< Icon > UI \ techs \ imperial_navy \ imperial_navy < / Icon >The < RolloverTextID > 31111 < / RolloverTextID >The < Flag > UpgradeTech < / Flag >The < Flag > OrPrereqs < / Flag >The < Flag > CountsTowardMilitaryScore < / Flag >The < Prereqs >< TechStatus status = 'Active' > Imperialize < / Prereqs >The < Effects >< Effect type = 'Data' amount = '$1.50' subtype = 'Damage' allactions = '1' relativity = 'BasePercent' >"Target type = 'ProtoUnit' > Frigate < / Effect >< Effect type = 'Data' amount = '1.50' subtype = 'Hitpoints' relativity =' BasePercent '>"Target type = 'ProtoUnit' > Frigate < / Effect >< Effect type = 'SetName' proto = 'Frigate' culture = 'none' newName = '42267' > < / Effect >< / Effects >< / Tech >Tech name: the original English name of technology.< DisplayNameID > X < / DisplayNameID > : the technology actually shows the name code. It is associated with the stringtable.xml.< Cost resourcetype = 'X' > X < / Cost > : the type and amount of resources needed to develop this technology."Research points > X < / ResearchPoints > : development time. The larger the number, the slower the development.< Icon > X < / Icon > : the address of the technology Icon file.< RolloverTextID > X < / RolloverTextID > : the language display code, which is the technology description text code.< Flag > UpgradeTech < / Flag > : the basic properties of the technology. This is a requirement for upgrading the unit classtechnology.The < Effects >< Effect type = 'Data' amount = '$1.50' subtype = 'Damage' allactions = '1' relativity = 'BasePercent' >"Target type = 'ProtoUnit' > Frigate < / Effect >< Effect type = 'Data' amount = '1.50' subtype = 'Hitpoints' relativity =' BasePercent '>"Target type = 'ProtoUnit' > Frigate < / Effect >< Effect type = 'SetName' proto = 'Frigate' culture = 'none' newName = '42267' > < / Effect >< / Effects >This is arguably the most valuable modification part.< / Effects > : technology describes the end mark.Effect type: the Effect of technology.There's Data, SetName, TechStatus, SetAge four.Data: allows you to set the property multiplier for the development object.SetName: allows you to set new names for the development object.TechStatus: unknown.SetAge: allow the age of escalation (age1-4). If this description appears, it should be in < Flag > AgeUpgrade < / Flag > for the Flag >.Amount: the property multiplier or increment of the development object.Subtype: set a certain class attribute for the development object.Allactions: it seems to be activating something that doesn't work.Relativity: what belongs to the class attribute bonus (multiplier - BasePercent, incremental -- Absolute), such as bonus for growing efficiency generally use multiplier, the upper limit of population bonus with increment.< Target type = 'ProtoUnit' > X < / Effect > < / Effect > : the technology development object (used for this description of the Effect type is not the other three types of technical effects of SetName).Proto = 'X' : technology r&d object (for this description of Effect type is the technical Effect of SetName).NewName: new name code for the technology development object (for SetName, proto)Translation of the technology:Empire modified battleship. Raised from a three-masted battleship to an Imperial man-of-war battleship. The damage was 150%, and the life value was 150%. It required 1,500 units of wood and 1500 units of gold.B:1) if you want to make the damage bonus of this technology available to the town center, you can< Effect type = 'Data' amount = '$1.50' subtype = 'Damage' allactions = '1' relativity = 'BasePercent' >"Target type = 'ProtoUnit' > Frigate < / Effect >So let's do a new line here< Effect type = 'Data' amount = 'X' subtype = 'Damage' allactions = '1' relativity = 'BasePercent' >< Target type = 'ProtoUnit' > (town center name) < / Target > < / Effect >Note that formatting is best aligned with the original format!2) if you don't want this technology to add up to three masts, you can< Effect type = 'Data' amount = '1.50' subtype = 'Hitpoints' relativity =' BasePercent '>"Target type = 'ProtoUnit' > Frigate < / Effect >Delete it.Note that formatting is best aligned with the original format!That way, you can set up a technology at will.This is a complete description of the format of a card (the meaning of the same)."Tech name = 'HCShipFrigates' type =' Normal '>The < DBID > 2223 < / DBID >The < DisplayNameID > 35725 < / DisplayNameID >< Cost resourcetype = 'Ships' > 1.0000 < / Cost >"ResearchPoints > 40.0000 < / ResearchPoints >< Status > UNOBTAINABLE < / Status >< Icon > units \ naval \ frigate \ frigate_icon_64x64 < / Icon >The < Flag > HomeCity < / Flag >The < Effects >< Effect type = 'Data' amount = '1.00' subtype ='FreeHomeCityUnit' unittype = 'Absolute' >< Target type = 'Player' > < / Effect >< / Effects >< Flag > HomeCity < / Flag > : the unit is generated in the town center.This card is translated:A three-masted warship was sent from the main city to the battlefield.The change amount is the amount of the three ships that are being shipped.B:If you want something else, add:The < Effects >< Effect type = 'Data' amount = 'X' subtype = 'FreeHomeCityUnit' unittype = 'Absolute' >< Target type = 'Player' > < / Effect >Note that formatting is best aligned with the original format!Simple tech/card modification is here.3. Stringtable. XMLYou can add, delete, and modify.Try to change it yourself, and add a copy of the code, and notice that the code must correspond to the code for techtree. XML or proto.xml, otherwise the description will not be displayed.To be honest, this part is not good enough. Here we go into the next step.Two. Complex modificationAdd new recruits.Take the example of the uss Missouri.First, select a former body, and I select Monitor (gunboat).Find Monitor in proto.xml, from< / Unit >< Unit id = '427' name = 'Monitor' > starts to copy down to the end of Monitor< / ProtoAction >, pasting. Note that paste should be copied from other units.The preliminary seed of the new recruits is well prepared.Let's go to the paste and modify it.Name is changed to the name of Monitor, such as BattleCruiser.The Unit id is changed to a number that does not overlap with any Unit, such as 999.DisplayNameID, the EditorNameID is changed to a number that does not overlap with any unit, which is 99999,99998.To display the DisplayNameID, EditorNameID writes the name you need.Open the stringtable.xml, and create two new lines (that is < String _locID = 'X' > XXX < / String >, and be aware of alignment).The X parts of the two lines are written at 99999,99998.To these two string description. You can write the name that oneself like, the author in 99999 that line in Missouri, 99998 the line write the unmatched firepower of warships.The new instructions are completed.Below, you can modify the attributes of BattleCruiser (for example, make it a hero and make it like a big ship...) .We created a new recruit, how do we make it happen in the game?You can also make it out by card.This is just a way of getting new recruits through the CARDS. Remember that a card is a Monitor? We're writing on this card.Turn on techtree. XML, whose card name is called HCShipMonitors, search for this card and change the Monitor from unittype to the BattleCruiser you just named.(so, when you make this card will only be shipped to Missouri, not to the Monitor. If you are not satisfied, can amend the card into sends both the Monitor and BattleCruiser. Try it yourself!)One problem: the new units will not use any skills.Let the unit have the capability of production.Modify the example: let explorer build a super fortress. Open the Proto. XML.Search for the section that describes the explorer.You will find that there is another oneThe < UnitType > AbstractInfantry < / UnitType >< Train row = '0' page = '6' column = '1' > TradingPost < / Train >< Train row = '0' page = '6' column = '0' > TownCenter < / Train > < Train row = '0' page = '6' column = '2' > WarDog < / Train >Copy the last line above and paste it to the next line (note the format), column 3, and the English name in the back is the FortFrontier!The ability to build a superfortress has already been made. Don't you want him to be built faster?Still found in the description section of the explorerThe < ProtoAction >< Name > Build < / Name >< Rate type = 'TradingPost' > 3.000000 < / Rate >The Rate type = 'TownCenter' > 1.000000 < / Rate >< / ProtoAction >"Rate type =" FortFrontier "> X < / Rate >, where X is the multiplier for building speed!Test results!For no production capacity of the unit, in the last line ofUnitType lines next add described above (< "Train" row = 'X' page = 'X' column = 'X' > XXX < / "Train" >) can!。

帝国三兵种属性修改教程

帝国三兵种属性修改教程
'AbstractInfantry'步兵
----MOD最简易的教程---- 右键单击protoy.xml,选择“编辑” 进入“编辑”查找“,查找”ypChangdao" 这个就是我们这一次的试验兵种:长刀手。 长刀手的资料如下 <Unit id ='912' name ='ypChangdao'> <DBID>1336</DBID> <DisplayNameID>60164</DisplayNameID> <EditorNameID>60165</EditorNameID>以上不要改 <PopulationCount>1</PopulationCount>占用人口数 <ObstructionRadiusX>0.4900</ObstructionRadiusX> <ObstructionRadiusZ>0.4900</ObstructionRadiusZ> <FormationCategory>Body</FormationCategory>身体类型 <MaxVelocity>5.0000</MaxVelocity>最低移动速度 <MaxRunVelocity>7.0000</MaxRunVelocity>最高移动速度,通常掉队时才有 <MovementType>land</MovementType>目标类型,要是改成AIR就成飞的了,不要改 <TurnRate>18.0000</TurnRate>转身速度 <AnimFile>units\asia

帝国时代3三合一兵种建筑属性修改

帝国时代3三合一兵种建筑属性修改

接下来我将给各位网友介绍帝国时代3三合一版本的兵种和建筑属性修改方法。

首先用记事本打开protoy.xml。

还有techtreey.xml。

每个单位称之为unitAbstractInfantry 所有种类步兵AbstractHeavyInfantry 重步兵(徒手)AbstractLight Infantry 轻步兵(远程)AbstractCavalry 所有种类骑兵AbstractLightCavalry 轻骑兵(远程)AbstractHeavyCavalry 重骑兵(徒手)以最普通的欧洲长矛兵为例子</Unit><Unit id ='285' name ='Pikeman'><DBID>2</DBID><DisplayNameID>22807</DisplayNameID><EditorNameID>25026</EditorNameID><PopulationCount>1</PopulationCount>一个单位占有的人口,0的话就可无限造<ObstructionRadiusX>0.4900</ObstructionRadiusX><ObstructionRadiusZ>0.4900</ObstructionRadiusZ><FormationCategory>Body</FormationCategory><MaxVelocity>5.0000</MaxVelocity>移动速度,越高钺快<MaxRunVelocity>7.0000</MaxRunVelocity>会师时跑步跟队的速度,必须大于移动速度,否则会死机<MovementType>land</MovementType><TurnRate>18.0000</TurnRate><AnimFile>units\infantry\pikeman\pikeman.xml</AnimFile>兵种,不能改<ImpactType>Flesh</ImpactType><PhysicsInfo>dude</PhysicsInfo><Icon>units\infantry\pikeman\pikeman_icon</Icon><PortraitIcon>units\infantry\pikeman\pikeman_portrait</PortraitIcon><SelectionPriority>20</SelectionPriority><RolloverTextID>22813</RolloverTextID><ShortRolloverTextID>25696</ShortRolloverTextID><InitialHitpoints>120.0000</InitialHitpoints>出生时生命值<MaxHitpoints>120.0000</MaxHitpoints>能拥有的最大生命值<LOS>12.0000</LOS>视野<UnitAIType>HandCombative</UnitAIType><TrainPoints>27.0000</TrainPoints>训练时间,数值越高越久<Bounty>8.0000</Bounty><BuildBounty>8.0000</BuildBounty><Cost resourcetype ='Food'>40.0000</Cost>建造所需种类和资源<Cost resourcetype ='Wood'>40.0000</Cost>建造所需种类和资源<AllowedAge>1</AllowedAge>兵种建造的时代限制,0、1、2、3,越低越早<Armor type ='Hand' value ='0.1000'></Armor>装甲及其种类。

帝国时代3亚洲王朝改卡片

帝国时代3亚洲王朝改卡片

帝国时代3 亚洲王朝改卡⽚
游戏中你可以扮演中国、⽇本以及印度来抵抗欧洲⼒量的⼊侵,还有随机地图和精彩的战役,探索、征服并扩张⾃⼰的帝国就是你需要做的事情了,这⼀次的战场发⽣在东⽅,也可以感受到东⽅的不同的⽂明。

不过有些⼩技巧可能⼤家不太熟悉,⽐如游戏中改卡⽚的问题。

⾸先,⼀般来说是⼀级能解锁⼀张(按顺序)同时,你还要保证主城等级到达,这样你先进⼊游戏,然后标准战役,然后选择卡⽚(这⾥是⽤来解锁卡⽚的,我玩的40级才发现),然后单击要解锁的,随后电脑提⽰你要加⼊,卡组,然后点击建⽴卡组,然后你能看见不同时代的横条,这⾥是⽤于战役的卡⽚,然后在下⾯有树状的卡组,是⽤来替换上⽅卡组的卡⽚的。

就是说,你单击上⽅已在卡组中的卡⽚,就是将其撤下,然后单击下⽅树状(前提你是按照建筑划分的)卡⽚就是将其加⼊卡组了。

逗游⽹——中国2亿游戏⽤户⼀致选择的”⼀站式“游戏服务平台。

关于帝国时代3无限人口的方法

关于帝国时代3无限人口的方法

关于帝国时代3无限人口的方法首先打开文件夹然后打开文件夹然后用记事本方式打开protoy文件只有proto 和protox文件请大神帮忙怎么修改才能无限人口,修改器我用了按F1就闪退,本人只想玩玩无限人口,不管好玩不好玩proto是帝国3的,protox是酋长的,protoy是亚洲的,要对应着修改点击大图查看,进入文件夹以后按ctrl加F键进入查找,然后开始查找兵种,比如查找鄂图曼炮兵(其实是枪兵),英文代码为“abusgun”找到以后修改人口数。

把2改为零就人口无限了。

长枪兵(Pikeman)长戟兵(Halberdier)双手剑士(Doppelsoldner)剑盾手(Rodelero)弩兵(Crossbowman)长弓兵(Longbowman)火枪兵(Musketeer)苏丹亲兵(Janissary)散兵(Skirmisher)葡萄牙散兵(Cassador)俄国散兵(Strelets)轻骑兵(Hussar)枪骑兵(Lancer)龙骑兵(Dragoon)胸甲骑兵(Cuirassier)奥斯曼重骑兵(Spahi)骑射手(Cavalry Archer)手枪骑兵(Ruyter)德国骑兵(Uhlan))战车(War Wagon)哥萨克骑兵(Cossack)沙皇骑兵(Oprichnik)鹰炮(Culverin)长炮(Falconet/Field Gun)迫击炮(Mortar/Howitzer)奥斯曼轻炮兵(Abus Gun)掷弹兵(Grenadier)管炮(Organ Gun)重型加农炮(Heavy Cannon)重型火炮(Great Bombard)火箭(Congreve Rocket)渔船(Fishing boat)小型帆船(Caravel)大型帆船(Galley)重型战船(Galleon)武装快舰(Frigate)炮舰(Monitor)城镇中心(Town Center)火焰投掷器60333(60334)神火飞鸦60196(60197)英文名:ypFlyingCrow 发射物:ypCrow 69852 轻型迫击炮60192(60193)英文名:ypHandMortar铁连枷兵60176(60197)怯薛60172(60173)英文名:ypKeshik流星鎚兵60180(60181)草原骑兵60168(60169)火绳枪兵(主战兵种)60156(60157)英文名:ypArquebusier长刀兵60164(60165)中国连弩兵60152(60153)中国长枪兵60160(60161)铁军60771(60772)英文名:ypMercIronTroop满州兵25160(25170)籐盾兵60787(60788)福船63614(63615)战斗帆船62205(62206)英文名:ypWarJunk迫击炮战船30923(30924)英文名:Monitor盲和尚61696(61697)少林大师60200(60201)英文名:ypMonkChinese王晋海总兵官(易周正大帝)63548(63549)ypSPCJinhai黄坚都指挥63564(63565)英文名:ypSPCHuang陈烙63568(63569)弟子63454(63455)英文名:ypMonkDisciple中国佣兵军68681(68682)英文名:ypConsulateArmySPCChinese2 中国佣兵连68677(68678)英文名:ypConsulateArmySPCChinese1 旧汉军62090 英文名:ypOldHanArmy正规军66592 英文名:ypStandardArmy明军66595 英文名:ypMingArmy御林军62094 英文名:ypImperialArmy防卫军62102 英文名:ypTerritorialArmy禁卫军62098 英文名:ypForbiddenArmy村民60245(60246)英文名:ypSettlerAsian汤尼卡车43183(43184)山羊61752(61752)英文名:ypGoat金矿36007 英文名:MineGold市镇中心22841(28145)英文名:TownCenter村落60227(60228)英文名:ypVillage城堡62979 英文名:ypCastle军事学院60231 英文名:ypWarAcademy寺院60207 英文名:ypMonastery市场65500 英文名:ypTradeMarketAsian领事馆60213 英文名:ypConsulate大报恩寺塔65045(65046)英文名:ypWCPorcelainTower5 白塔65025(65026)英文名:ypWCWhitePagoda5颐和园65005(65006)英文名:ypWCSummerPalace5孔庙64986(64987)英文名:ypWCConfucianAcademy5天坛64872(64873)英文名:ypWCTempleOfHeaven5。

帝国时代3教你如何观看比赛和修改国家等级的方法

帝国时代3教你如何观看比赛和修改国家等级的方法
<numpropunlocksearned>0</numpБайду номын сангаасopunlocksearned> //主城外观改变点数
观看录像的方法:将文件拷贝到
我的文档\My Games\Age of Empires 3\Savegame(WINXP系统)或WIN7系统中你所使用的账号的文件夹中与上面相对应的目录中之后即可在游戏中选择【其它选项】-【游戏记录】观看。如果找不到上面提到的文件夹,那么可以先自己保存一个录像再利用windows文件搜索功能搜索扩展名为*.age3Yrec的文件即可找到目录。
修改等级的方法:
我的文档\My Games\Age of Empires 3\Savegame 文件夹内,里面有主城文件,主城都是中文的,很好辨认,用中国的主城做例子,选取那个文件,鼠标右键,记事本方式打开。
<civ>Chinese</civ> //国家
<hctype>HC</hctype> //模式(争霸or生死)
<level>131</level> //主城等级(可改)
<xp>10727600</xp> //经验值(随主城等级更改自动更改)
<skillpoints>0</skillpoints> //可开启卡片数(卡片最多为146张)
<xppercentage>1.039429</xppercentage>
<name>北京</name> //主城名(可改)
<heroname>XX</heroname> //XX为英雄名(可改)
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网上搜集的,原创作者不记得了。

大家有兴趣可以自己搜索一下:)帝国III修改教程前言:这是初级篇,主要研究Data目录下的三个文件的修改,涉及兵种,建筑,科技,翻译等内容.需要的三个文件:Data目录下的proto.xmlstringtable.xmltechtree.xml各文件主要内容:proto.xml:单位的基本属性stringtable.xml:显示语言techtree.xml:科技和卡片的基本属性一.单一的文件修改1.proto.xml用记事本打开这个文件编辑.<Unit id ='X' name ='XXX'>单位的第一条属性,不做复杂修改的话,建议不要动.<DBID>X</DBID>一般不做修改<DisplayNameID>X</DisplayNameID>在游戏中显示的文字代号,与stringtable.xml关联.<EditorNameID>X</EditorNameID>同样是显示的文字代码,但不知在哪里起作用,一般不做修改,与stringtable.xml关联.<ObstructionRadiusX>***</ObstructionRadiusX><ObstructionRadiusZ>***</ObstructionRadiusZ>单位的实际体积,数值越大,体积越大,当然目标也越大.<FormationCategory>X</FormationCategory>有Ranged,protected,body,mobile这几类Ranged一般用于带远程攻击的兵种protected一般用于炮兵及几乎没有攻击能力的单位body一般用于近战型步兵mobile一般用于骑兵<MaxVelocity>X</MaxVelocity><MaxRunVelocity>X</MaxRunVelocity>最大行走/跑步速度,数值越大,单位移动越快,很有修改价值<MovementType>X</MovementType>单位移动模式,很有修改价值共分air,water,land三类air:移动完全不受阻碍,即在天上飞.water:只能在海里移动.land:只能在陆地移动.<TurnRate>X</TurnRate>单位转弯时的速度,数值越大,转弯越快.(如果数值过小,单位在转弯时会先朝目标方向移动,再慢慢把身子转过去)<AnimFile>建议不做修改.<ImpactType>X</ImpactType>单位自身类型,如Flesh(人体),Animal(动物),Wood(木制),Stone(石制)... <Icon>X</Icon>单位调用的头像文件,这是显示在建造命令里的头像.<PortraitIcon>X</PortraitIcon>单位调用的头像文件,这是当你点选某个单位时,它的大&小肖像.<RolloverTextID>X</RolloverTextID>语言显示代码,这是显示在建造命令里或主城模式卡片里对单位进行描述的语言代码. <ShortRolloverTextID>X</ShortRolloverTextID>语言显示代码,当你将光标移动到某个单位上,显示的对单位进行描述的语言代码.<InitialHitpoints>X</InitialHitpoints>单位刚被生产出来的初始生命值,如果改为0...很有修改价值<MaxHitpoints>X</MaxHitpoints>单位的最高生命值(未升级的情况下).很有修改价值<LOS>X</LOS>单位视野,数值越大,视野越广.很有修改价值<ProjectileProtoUnit>X</ProjectileProtoUnit>单位攻击时发射的投射物,即单位名称.有修改价值<UnitAIType>X</UnitAIType>单位闲置时(暂时这么说吧)调用的AI类型.很有修改价值<BuildPoints>X</BuildPoints><TrainPoints>X</TrainPoints>建筑/单位被产出来需要的时间.数值越大,生产越慢.(如果将建筑物的改为0,则刚放下建筑就建成)很有修改价值<Bounty>X</Bounty><BuildBounty>X</BuildBounty>单位死亡/生产出来加的经验值.很有修改价值<Cost resourcetype ='XXX'>X</Cost>生产单位所需资源类型及数目.很有修改价值<InitialResource resourcetype ='XXX'>X</InitialResource>提供资源开采的单位(如树,银矿),提供的资源类型及数目.很有修改价值<ResourceSubType>Gold</ResourceSubType>提供资源开采的单位,提供的资源类型及数目(与上条对应).很有修改价值<BuildingWorkRate>X</BuildingWorkRate>建筑工作速度(如研究,生产)的乘数.很有修改价值<MaxContained>X</MaxContained>单位提供的驻扎空间.有修改价值<AllowedAge>X</AllowedAge>单位被生产出来的最早时代(0-4).有修改价值<Armor type ='X' value ='X'></Armor>单位护甲类型(ranged,siege,hand)及抵消伤害的百分比.一种单位能否有多于一种的护甲,我还没有试过.(如0.2表示抵消攻击伤害的20%)数值高并不意味着无敌!这与后面的伤害类型有关,以后我会做说明.很有修改价值<BuilderLimit>X</BuilderLimit>建造一个该单位的最大建筑工数量.有修改价值<GathererLimit>X</GathererLimit>该单位支持的最大采集者数量.很有修改价值<PopulationCount>X</PopulationCount>每个该类单位所占人口.(如果你想暴兵,就改为0吧)很有修改价值<PopulationCapAddition>X</PopulationCapAddition>每个该类单位支持的人口.很有修改价值<UnitType>XXX</UnitType><Flag>XXX</Flag>非常有修改价值!可以定义单位最基本的属性.如不会被Delete掉(<Flag>NotDeleteable</Flag>),英雄(<UnitType>Hero</UnitType> )......以后我会进行说明.在<UnitType>XXX</UnitType>的下面,通常有<Train row ='X' page ='X' column ='X'>XXX</Train>一大串这是对该类单位可以生产单位的设定!非常有用!自己试着改一改,添一添,以后我会说明.在<Flag>XXX</Flag>的下面,通常有<Command page ='X' column ='X'>XXX</Command>这是对该类单位的某些能力(控制按钮)的设定,非常有用!自己试着改一改,添一添,以后我会说明.在<Tactics>XXX</Tactics>下面,通常会有<ProtoAction>XXX</ProtoAction>一类针对单位动作的设定,非常有用!其关联很多,自己试着改一改,以后我会具体说明.很有修改价值!<ProtoAction>到</ProtoAction>之间的一些设定:<Damage>XXX</Damage> 单位攻击伤害.<DamageType>XXX</DamageType> 伤害类型.<MaxRange>XXX</MaxRange> 射程.<ROF>XXX</ROF> 攻击速率(数值越小,速率越高).<DamageCap>XXX</DamageCap> 不是很明确,似乎是一次攻击所能造成的最大伤害,一般用于舰船,数值=Damage*2<DamageBonus type ='XXX'>X</DamageBonus> 对某类单位的伤害乘数.其中XXX与对应单位的UnitType关联.<DamageArea>XXX</DamageArea> 攻击的伤害范围.<DamageFlags>XXX</DamageFlags> 未知.引申,对于采集者的采集速度设定.搜索"<Unit id ='200' name ='Settler'>"(采集者),接着搜索"<Name>Gather</Name>",会出现(下面的数值为原始设定)<Name>Gather</Name><Rate type ='Tree'>0.500000</Rate><Rate type ='Mill'>0.670000</Rate><Rate type ='AbstractMine'>0.600000</Rate><Rate type ='Plantation'>0.500000</Rate><Rate type ='Herdable'>3.000000</Rate><Rate type ='Huntable'>0.840000</Rate><Rate type ='BerryBush'>0.670000</Rate>数值越大,采集速度越快.速度单位应是X单位资源/秒*人.对proto.xml的基本修改就写到这里了.2.techtree.xmlWarning:笔者用的techtree.xml是游侠网上下的突破9级和卡片使用限制的补丁内的techtree.xml.在这个文件里,大多数的科技或卡片以这种形式描述:<Tech name ='XXX' type ='XXX'><DBID>X</DBID><Status>XXX</Status><Flag>XXX</Flag><Effects><Effect type ='Data' amount ='X' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>XXX</Target></Effect>XXX</Effects></Tech>1).这就是一个完整的描述一个科技的格式.以升级三桅战舰的科技为例说明(以下信息为原设定)搜索"ImperialManOWar",直到搜到如下描述(这个科技与标准试玩版的相同):<Tech name ='ImperialManOWar' type ='Normal'><DBID>1336</DBID><DisplayNameID>31112</DisplayNameID><Cost resourcetype ='Wood'>1500.0000</Cost><Cost resourcetype ='Gold'>1500.0000</Cost><ResearchPoints>30.0000</ResearchPoints><Status>UNOBTAINABLE</Status><Icon>ui\techs\imperial_navy\imperial_navy</Icon><RolloverTextID>31111</RolloverTextID><Flag>UpgradeTech</Flag><Flag>OrPrereqs</Flag><Flag>CountsTowardMilitaryScore</Flag><Prereqs><TechStatus status ='Active'>Imperialize</TechStatus></Prereqs><Effects><Effect type ='Data' amount ='1.50' subtype ='Damage' allactions ='1' relativity ='BasePercent'><Target type ='ProtoUnit'>Frigate</Target></Effect><Effect type ='Data' amount ='1.50' subtype ='Hitpoints' relativity ='BasePercent'> <Target type ='ProtoUnit'>Frigate</Target></Effect><Effect type ='SetName' proto ='Frigate' culture ='none' newName ='42267'></Effect></Effects></Tech>Tech name : 科技原英文名称.<DisplayNameID>X</DisplayNameID> : 科技实际显示名称代码.与stringtable.xml关联. <Cost resourcetype ='X'>X</Cost>: 研发此科技需要的资源种类及数量.<ResearchPoints>X</ResearchPoints> : 研发时间.数值越大,研发越慢.<Icon>X</Icon> : 科技图标文件的地址.<RolloverTextID>X</RolloverTextID> : 语言显示代码,即科技描述文字代码.<Flag>UpgradeTech</Flag> : 该科技的基本属性.此为升级单位类科技(为升级单位类科技所必须).<Effects><Effect type ='Data' amount ='1.50' subtype ='Damage' allactions ='1' relativity ='BasePercent'><Target type ='ProtoUnit'>Frigate</Target></Effect><Effect type ='Data' amount ='1.50' subtype ='Hitpoints' relativity ='BasePercent'> <Target type ='ProtoUnit'>Frigate</Target></Effect><Effect type ='SetName' proto ='Frigate' culture ='none' newName ='42267'></Effect> </Effects>这可以说是最有价值的修改部分.</Effects>: 科技描述结束标志.Effect type : 科技效果.有Data,SetName,TechStatus,SetAge四类.Data : 允许设置研发对象的属性乘数.SetName : 允许设置研发对象的新名称.TechStatus : 未知.SetAge : 允许升级时代(Age1-4).如果有这个描述出现,则在<Flag>里应有<Flag>AgeUpgrade</Flag>与之对应.amount : 研发对象的属性乘数或增量.subtype : 针对研发对象的某类属性设定.allactions : 似乎是激活某些东西,作用不明.relativity : 属于何类属性加成(乘数--BasePercent,增量--Absolute),例如对种植效率加成一般用乘数,对人口上限加成用增量.<Target type ='ProtoUnit'>X</Target></Effect> : 科技研发对象(用于此描述横行Effect type不是SetName的另三类科技效果).proto ='X' : 科技研发对象(用于此描述横行Effect type是SetName的科技效果).newName : 科技研发对象的新名称代码(对应SetName,proto)对此科技的翻译:帝国改良战舰.由三桅战舰升为Imperial Man-of-War战舰.伤害为原来150%,生命值为原来150%.需要木材1500单位,需要黄金1500单位.引申:1).如果你想让此科技的伤害加成属性对城镇中心有效,可在<Effect type ='Data' amount ='1.50' subtype ='Damage' allactions ='1' relativity ='BasePercent'><Target type ='ProtoUnit'>Frigate</Target></Effect>下面新建一行<Effect type ='Data' amount ='X' subtype ='Damage' allactions ='1' relativity ='BasePercent'><Target type ='ProtoUnit'>(城镇中心名称)</Target></Effect>注意格式最好与原格式对齐!2).如果你不想让此科技对三桅战舰生命有加成,则可将<Effect type ='Data' amount ='1.50' subtype ='Hitpoints' relativity ='BasePercent'><Target type ='ProtoUnit'>Frigate</Target></Effect>删除.注意格式最好与原格式对齐!这样,你就可以随意设置一个科技.2).这就是一个完整的描述一个卡片的格式(含义同上).<Tech name ='HCShipFrigates' type ='Normal'><DBID>2223</DBID><DisplayNameID>35725</DisplayNameID><Cost resourcetype ='Ships'>1.0000</Cost><ResearchPoints>40.0000</ResearchPoints><Status>UNOBTAINABLE</Status><Icon>units\naval\frigate\frigate_icon_64x64</Icon><Flag>HomeCity</Flag><Effects><Effect type ='Data' amount ='1.00' subtype ='FreeHomeCityUnit' unittype ='Frigate' relativity ='Absolute'><Target type ='Player'></Target></Effect></Effects><Flag>HomeCity</Flag> : 在城镇中心产生该单位.对此卡片的翻译:从主城运送一艘三桅战舰到战场.修改amount就是修改运送的三桅战舰数量.引申:如果你还想运点儿别的,添加:<Effects><Effect type ='Data' amount ='X' subtype ='FreeHomeCityUnit' unittype ='X' relativity ='Absolute'><Target type ='Player'></Target></Effect>注意格式最好与原格式对齐!简单的科技/卡片修改就到这里了.3.stringtable.xml可以添加,删除,修改.自己试着改一改,仿照着添一下,注意代码必须与techtree.xml或proto.xml的代码对应,否则描述文字将不显示.说实话,这一部分没什么好讲的.下面我们进入进阶篇.二.复杂修改添加新兵种.以添加"密苏里"号战列舰为例.首先,选定一个原身,笔者选了Monitor(炮舰).在proto.xml中找到Monitor,从</Unit><Unit id ='427' name ='Monitor'>开始往下复制,到Monitor的末尾</ProtoAction>,粘贴.注意粘贴应仿照其他单位的格式.新兵种的雏形以做好.下面对粘贴后的内容作修改.name改为与Monitor不同的名字,如BattleCruiser.Unit id改为不与任何单位重合的数字,如999.DisplayNameID,EditorNameID改为不与任何单位重合的数字,笔者改的分别是99999,99998.下面对DisplayNameID,EditorNameID写入你所需要的名称.打开stringtable.xml,仿照其他内容新建两行(即<String _locID ='X'>XXX</String>,注意对齐).在这两行的X处分别写入99999,99998.该给这两个字串加说明了.你可以写自己喜欢的名称,笔者在99999那行写入密苏里号,99998那行写入有无与伦比火力的战舰.建立新说明部分完毕.下面,你可以自己随意修改BattleCruiser的属性(如将其设为英雄,让它像大帆船那样可以造兵...).我们创造了一个新兵种,如何让它在游戏中出现呢?你可以通过卡片,也可以把它造出来.这里仅介绍通过卡片得到新兵种的方法.记得有一个卡片是运来一艘Monitor吧?我们就在这张卡片上做文章.打开techtree.xml,它的卡片名称为HCShipMonitors,搜到这张卡片,将unittype的Monitor 改为你刚命名的BattleCruiser即可!(这样在你使这张卡片时,只会运来密苏里号,而不会运来Monitor.如果你不满足,可以将卡片修改成既送Monitor又送BattleCruiser.自己试试吧!)一个问题待解决:这样新增的兵种将不会使用任何技能.2.让单位拥有生产能力.修改示例:让explorer可以建造超级堡垒.打开Proto.xml.搜索到描述explorer的部分.你会发现再往下有<UnitType>AbstractInfantry</UnitType><Train row ='0' page ='6' column ='1'>TradingPost</Train><Train row ='0' page ='6' column ='0'>TownCenter</Train><Train row ='0' page ='6' column ='2'>WarDog</Train>复制上面的最后一行,粘贴到它的下一行(注意格式),column改为3,后面的英文单位名称改为FortFrontier(超级堡垒)即可!已经可以使英雄具有建造超级堡垒的能力了,你难道不想让他建得更快一些吗?仍然在explorer的描述部分找到<ProtoAction><Name>Build</Name><Rate type ='TradingPost'>3.000000</Rate><Rate type ='TownCenter'>1.000000</Rate></ProtoAction>仿照添加一行:<Rate type ='FortFrontier'>X</Rate>,这里的X就是建造速度的乘数!测试成果吧!对于没有生产能力的单位,在其最后一行UnitType的下一行添加如上描述行(<Train row ='X' page ='X' column ='X'>XXX</Train>)即可!亚洲王朝所有单位自动回血快速修改1,用AOE3ED软件,打开data目录下的data3.bar(对应亚洲王朝),把civs.xml.xmb提取出来,转换成civs.xml。

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