các bác nếu rành về chỉnh sửa có thể post giùm mình một bài hướng dẫn dc ko vậy?
vd:
type Xuangeqibin Lvbu
dictionary Xuangeqibin_Lvbu
category cavalry
class heavy
voice_type Heavy_1
soldier Xuangeqibin_Lvbu, 30, 0, 1
mount sanguo horse hxm
mount_effect "elephant -4, camel -4" ->> cái này ý nghĩa gì vậy?
attributes sea_faring, hide_forest, very_hardy, frighten_mounted, power_charge
formation 1.5, 4, 3, 6, 4, square, wedge
stat_health 14, 0
stat_pri 23, 24, no, 0, 0, melee, blade, piercing, spear, 25 ,1
stat_pri_attr no
stat_sec 20, 16, no, 0, 0, melee, simple, piercing, sword, "25 ,1" ->> cái này nữa
stat_sec_attr no
stat_pri_armour 21, 24, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 0, 0, -6, 0
stat_mental 12, disciplined, highly_trained
stat_charge_dist 50
stat_fire_delay 0
stat_food 60, 300
stat_cost 0, 2800, 1500, 240, 320, 1400
ownership goths
Đây là nội dung hướng dẫn của nó:
;Data entries are as follows
; Type The internal name of the unit. Note this not necessarily the same as the on screen name
; dictionary The tag used to look up the on screen name
;
;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
; class light, heavy, missile or spearmen
;
; voice_type Used to determine the type of voice used by the unit
;
; soldier Name of the soldier model to use (from descr_models_battle.txt)
; followed by the number of ordinary soldiers in the unit
; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
; followed by the collision mass of the men. 1.0 is normal. Only applies to infantry
; officer Name of officer model. There may be up to 0-3 officer lines per unit
; ship Type of ship used if applicable
; engine Type of siege engine used by unit
; animal The type of non ridden on animals used by the unit
; mount Type of animal or vehicle ridden on
;
; 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
;
; attributes A miscellanious list of attributes and abilities the unit may have. Including
; sea_faring = can board ships
; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the unit can hide
; can_sap = Can dig tunnels under walls
; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
; can_run_amok = Unit may go out of control when riders lose control of animals
; general_unit = The unit can be used for a named character's bodyguard
; cantabrian_circle = The unit has this special ability
; no_custom = The unit may not be selected in custom battles
; command = The unit carries a legionary eagle, and gives bonuses to nearby units
; mercenary_unit = The unit is s mercenary unit available to all factions
;
; formation soldier spacing (in metres) side to side, then front to back for close formation
; 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
;
; 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
;
;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
; attack bonus factor if charging
; missile type fired (no if not a missile weapon type)
; range of missile
; amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
; Tech type = simple, other, blade, archery or siege
; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
; Min delay between attacks (in 1/10th of a second)
; stat_pri_attr
; primary weapon attributes any or all of
; ap = armour piercing. Only counts half of target's armour
; bp = body piercing. Missile can pass through men and hit those behind
; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
; long_pike = Use very long pikes. Phalanx capable units only
; short_pike = Use shorter than normal spears. Phalanx capable units only
; prec = Missile weapon is only thrown just before charging into combat
; thrown = The missile type if thrown rather than fired
; launching = attack may throw target men into the air
; area = attack affects an area, not just one man
;
;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
;
; stat_pri_armour Details of the man's defences
; armour factor
; defensive skill factor (not used when shot at)
; shield factor (only used for attacks from the front of left)
; sound type when hit = flesh, leather, or metal
;
; 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
;
; stat_heat Extra fatigue suffered by the unit in hot climates
;
; stat_ground Combat modifiers on different ground types. From left to right
; scrub, sand, forest, snow
; 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
;
; stat_charge_distance Distance from the enemy that the unit will begin charging
; stat_fire_delay Ectra delay over that imposed by animation, hetween volleys
;
; stat_food No longer used
; stat_cost Number of turns to build,
; Cost of unit to construct
; Cost of upkeep
; Cost of upgrading weapons
; Cost of upgrading armour
; Cost for custom battles
; stat_ownership List of factions and cultures that may have this unit
---------- Post added at 13:12 ---------- Previous post was at 13:08 ----------
^ bạn namman có biết cheat xay nhà nhanh của các bản 1.8 và 1.9 ko? với mấy cái cheat add money và add population nửa
Mod này sử dụng nhân RTW nên vẫn xài cheat của RTW. Các cheat đó ở phần 4 mình có nói ở trang 2. Hoặc bạn cũng có thể tra google. Còn bạn không xài được là do mấy bản mod đó là tiếng trung, bạn phải đánh được tiếng trung, nhất là tên các thành. Bởi vì trong mod bản 1.7, ngay cả đã là tiếng Anh nhưng có 1 số thành có 2 tên cách biệt thì vẫn không xài được cheat.