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鋼鐵雄心2怎麼寫事件

發布時間:2021-01-17 11:01:47

㈠ 我玩鋼鐵雄心2現代戰爭的mod,那個事件是怎麼寫啊

進入游戲 直接按F12

㈡ 求高人寫一個鋼鐵雄心2事件,德國的!

事件吧,我也不會編寫,但是我告訴你一個方法
1.生產20個步兵師,20機械化專步兵,12個坦克師(前提是有科屬技,這個event代碼會吧)
2.生產之後,有特殊名稱,比如第一步兵師(沒用你這個版本,只是舉例而已)
3.存檔
4.找到存檔的文件,如 德國1936年1-1.eug用寫字板打開
5.用編輯-查找功能找到第一步兵師,有一行id = 數字
6.在德國已經擁有的部隊里找到步兵師、機械化步兵、坦克師,復制出你需要的師的數目,然後把id= 數字,全部改成生產的20個步兵師,20機械化步兵,12個坦克師,復制到已經擁有的部隊下面
然後保存,再一打開,妥
不懂歡迎追問呀
如果你看不明白,把存檔發給我我幫你弄,[email protected]

㈢ 鋼鐵雄心2事件

要自己寫的話,很多。舉個例子
event = {
id = 99999
random = no
country = CHC
date = { day = 1 month = october year = 1937 }
offset = 15
deathdate = { day = 30 month = september year = 1938 }
name = "dddd"
desc = "ddddd "
style = 0
action_a = {
name = "ffff "
command = { type = speed which = infantry value = 1 }
//步兵最大移動速度+1,which對應兵種,value對應增加的最大速度,負值為減速
command = { type = morale which = infantry value = 20 }
//步兵士氣+20
command = { type = task_efficiency which = attack value = 0.01 }
//所有部隊進攻效率+0.01
command = { type = task_efficiency which = support_attack value = 0.05 }
//所有部隊協同進攻效率+0.05

command = { type = encirclement value = 1 } //戰術包圍幾率+1
command = { type = ambush value = 1 } //戰術伏擊幾率+1
command = { type = delay value = 1 } //戰術阻擊幾率+1
command = { type = tactical_withdrawal value = 1 }
//戰術撤退幾率+1
command = { type = counterattack value = 1 }//戰術反擊幾率+1
command = { type = assault value = 1 } //戰術強攻幾率+1
command = { type = breakthrough value = 1 }//戰術突破幾率+1

command = { type = night_attack which = infantry value = 8 }
//步兵夜間進攻效率+8
}
}
增加部隊戰斗屬性的命令很多的,幾乎所有你能看到的數值都可以通過寫跟上述命令類似的方法改變,在這里都寫完是不可能的。光是部隊的作戰屬性就有幾十個,再和部隊種類相乘,這個數字估計我把這一萬字回答都敲完都不夠。只能找幾個用得比較多的寫給你了。

㈣ 鋼鐵雄心2歷史的瞬間如何編寫事件

type = construct which = [building type] where = [prov id/-1/-4] value = [additional size] 在某省份造設施,-1是隨機省份,-4是已有該設施的隨機省份,value =是造幾個 (building type:版ic工廠、infrastructure基礎設施、flak防空、權land_fort陸地要塞、coastal_fort海岸要塞、air_base空軍基地、naval_base海軍基地、radar_station雷達站、rocket_test火箭測試場、nuclear_reactor核反應堆)但想不出來咋執行命令啊,除非你佔領完省份立馬復制出一份該省份的事件代碼,然後F12,EVENT 運行下,如果靠電腦自己通過地盤歸屬進行判斷,不說你電腦累死,你自己先得寫死

㈤ 鋼鐵雄心2現代戰爭怎麼改事件和劇本

現代戰爭\db\event文件夾里是事件文件,\scenarios\mds里是劇本文件

㈥ 求教鋼鐵雄心2 DA1.3中的事件編寫

event = {
id = 99999999
random = no
country = CHC
trigger = {
energy = 20000
}

name = "遷都!來 "
desc = "遷都!"
style = 0
action_a = {
name = "太好了!" # Excellent!源
command = { type = capital which = 1205 }
}
action_b = {
name = "沒必要!"
command = { type = dissent value = -1 }
}
}
放進db\events中的hoi2文件里.
新建國家難度大還容易出BUG.你可以直接改國旗和科技組.
要不去下個蘇維埃的理想MOD或者啤酒罐MOD就全有了

㈦ 鋼鐵雄心2編寫事件

#########################################################################
# Proce Cheat
#########################################################################
event = {
id = 995995
random = no
trigger = { ai = no }
name = "生產作弊開啟"
desc = "我很不爽想虐電腦"

style = 0
action_a = {
name = "這麼做太棒了"
command = { type = building_prod_mod which = ic value = 100000 }
command = { type = building_prod_mod which = coastal_fort value = 100000 }
command = { type = building_prod_mod which = land_fort value = 100000 }
command = { type = building_prod_mod which = flak value = 100000 }
command = { type = building_prod_mod which = infrastructure value = 100000 }
command = { type = building_prod_mod which = air_base value = 100000 }
command = { type = building_prod_mod which = naval_base value = 100000 }
command = { type = building_prod_mod which = radar_station value = 100000 }
command = { type = building_prod_mod which = nuclear_reactor value = 100000 }
command = { type = building_prod_mod which = rocket_test value = 100000 }
command = { type = convoy_prod_mod which = escorts value = 100000 }
command = { type = convoy_prod_mod which = transports value = 100000 }
command = { type = build_time which = land value = -1000 }
command = { type = build_time which = air value = -1000 }
command = { type = build_time which = naval value = -1000 }
command = { type = build_time which = artillery value = -1000 }
command = { type = build_time which = anti_tank value = -1000 }
command = { type = build_time which = anti_air value = -1000 }
command = { type = build_time which = rocket_artillery value = -1000 }
command = { type = build_time which = sp_artillery value = -1000 }
command = { type = build_time which = sp_rct_artillery value = -1000 }
command = { type = build_time which = tank_destroyer value = -1000 }
command = { type = build_time which = light_armor_brigade value = -1000 }
command = { type = build_time which = heavy_armor value = -1000 }
command = { type = build_time which = super_heavy_armor value = -1000 }
command = { type = build_time which = armored_car value = -1000 }
command = { type = build_time which = engineer value = -1000 }
command = { type = build_time which = police value = -1000 }
command = { type = build_time which = cag value = -1000 }
}
action_b = {
name = "我不想作弊"
command = { }
}
}

㈧ 鋼鐵雄心2如何用事件一次加入資源

這個問題很普遍 是你新加事件的id與已有的重復,或者超出范圍

你用專1999試試,一般都沒用過

這樣寫屬

event = {
id = 1999
random = no

一天缺口8000多,你果然是傳說中的種田狂人啊

㈨ 鋼鐵雄心2德國按歷史怎麼玩 或怎麼觸發與他國宣戰事件

原版到1939年8月30日會有事件向波蘭索要但澤,如果波蘭拒絕,會事件觸發德國對包括波蘭內、英國、法國等容同盟國的宣戰。1940年3、4月會觸發德國宣戰丹麥、挪威。低地三國要自己手動宣。
維系法國後,義大利會拉入軸心,匈牙利友好度上去後也可以拉進來。羅馬尼亞在發生割地給蘇聯、政治劇變後,也可以拉入軸心
南斯拉夫如果拉進來後會觸發南斯拉夫退出的事件,你滅了他後義大利會宣戰希臘。
蘇聯的巴巴羅莎要自己選戰。
日本會在1941年後宣戰美、英、荷。美國的干涉拉到一定程度後,會宣戰好戰度高的國家,主要是德國,但也見到他宣蘇聯的。
建議先按歷史路線走一遍,然後再心中有數的認真玩,會心裡有底好多

㈩ 鋼鐵雄心2求事件

個人經驗,這個事件是寫不出來的,這個條件無法實現的。
事件都是寫好的文本,沒有什麼地方可以保存上次事件發生後的參數的。

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