战争与文明如何复制阵型(文明6单位模型修改)
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文明6作为一款策略战棋类游戏,有些玩家对于游戏中的战斗场景不是特别满意,认为这样的方格单位之间打斗看起来格局太小了。所以今天小编就为大家带来了玩家“scs2023”分享的战斗单位模型阵型修改教程,想要让文明6玩出全面战争感觉的玩家还不点击进来看看是怎么做到的。
战斗单位模型阵型修改教程
游戏目录\Sid Meiers Civilization VI\Base\ArtDefs\Units.artdef
搜往上,单位模型修改,段落最开始是阵型,战斗时的阵型等,中间模型,数量大小等。
搜往下,是阵型,段落开始,调单位间距,然后每行,第一行多少,交错数阵型弧度等。
最后战斗时的阵型,如果上面,单位数调得太多太密,打完容易卡单位,也得调或者那些单位不要战斗阵型了。
效果演示:
步兵阵型详细修改教程我把模型比例调到0.5,每队步兵16人,所以下面的间距至少乘以0.5
<Element class="AssetObjects::FloatValue"> <m_fValue>18.000000</m_fValue> 横向间距 <m_ParamName text="SpacingX"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>22.000000</m_fValue> 纵向间距 <m_ParamName text="SpacingY"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.300000</m_fValue> 总体比例(原来1) <m_ParamName text="SpacingMultiplier"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> 每行多少人0就是不定义,用下面的规则 <m_ParamName text="PerRowIncrement"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="YOffsetIncrement"/> </Element> <Element class="AssetObjects::BoolValue"> <m_bValue>false</m_bValue> <m_ParamName text="YOffsetIsCurved"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>1</m_nValue> 交错数(比如:第一排1人第二排就变成2人,第三排1人.同理交错数改3就变成1,4,1) <m_ParamName text="StaggerIncrement"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="MemberRandomness"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="BlockRandomness"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>8</m_nValue> 第一排数,最重要的,阵型规则优先算他 <m_ParamName text="FirstRowWidth"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="XBlockSize"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="XBlockSpacingCount"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="YBlockSize"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="YBlockSpacingCount"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="CenterBlockWidth"/> </Element> <Element class="AssetObjects::ArtDefReferenceValue"> <m_ElementName text="Block"/> <m_RootCollectionName text="UnitFormationLayoutTypes"/> <m_ArtDefPath text="Units.artdef"/> <m_CollectionIsLocked>true</m_CollectionIsLocked> <m_TemplateName text=""/> <m_ParamName text="Type"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="MinimumRadius"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="FacingBlend"/> </Element> <Element class="AssetObjects::BoolValue"> <m_bValue>false</m_bValue> <m_ParamName text="MinimizeRows"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="ArcSize"/> </Element> <Element class="AssetObjects::BoolValue"> <m_bValue>true</m_bValue> <m_ParamName text="CanMirrorFrontToBack"/> </Element> <Element class="AssetObjects::BoolValue"> <m_bValue>true</m_bValue> <m_ParamName text="CanFlipLeftToRight"/> </Element> </m_Values> </m_Fields> <m_ChildCollections/> <m_Name text="Scattered"/>这是散阵,原版枪兵的,我改成密集方阵
骑兵阵型修改教程<Element> <m_Fields> <m_Values> <Element class="AssetObjects::FloatValue"> <m_fValue>28.000000</m_fValue> <m_ParamName text="SpacingX"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>12.000000</m_fValue> <m_ParamName text="SpacingY"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.500000</m_fValue> 总体缩小0.5 <m_ParamName text="SpacingMultiplier"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="PerRowIncrement"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="YOffsetIncrement"/> </Element> <Element class="AssetObjects::BoolValue"> <m_bValue>true</m_bValue> <m_ParamName text="YOffsetIsCurved"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>3</m_nValue> 交错3,第二排就变成4 <m_ParamName text="StaggerIncrement"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="MemberRandomness"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="BlockRandomness"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>1</m_nValue> 第一排1个 <m_ParamName text="FirstRowWidth"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="XBlockSize"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="XBlockSpacingCount"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="YBlockSize"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="YBlockSpacingCount"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="CenterBlockWidth"/> </Element> <Element class="AssetObjects::ArtDefReferenceValue"> <m_ElementName text="RowArc"/> <m_RootCollectionName text="UnitFormationLayoutTypes"/> <m_ArtDefPath text="Units.artdef"/> <m_CollectionIsLocked>true</m_CollectionIsLocked> <m_TemplateName text=""/> <m_ParamName text="Type"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="MinimumRadius"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>0.000000</m_fValue> <m_ParamName text="FacingBlend"/> </Element> <Element class="AssetObjects::BoolValue"> <m_bValue>false</m_bValue> <m_ParamName text="MinimizeRows"/> </Element> <Element class="AssetObjects::FloatValue"> <m_fValue>90.000000</m_fValue> 阵型弧度,这样就能像锥形 <m_ParamName text="ArcSize"/> </Element> <Element class="AssetObjects::BoolValue"> <m_bValue>true</m_bValue> <m_ParamName text="CanMirrorFrontToBack"/> </Element> <Element class="AssetObjects::BoolValue"> <m_bValue>true</m_bValue> <m_ParamName text="CanFlipLeftToRight"/> </Element> </m_Values> </m_Fields> <m_ChildCollections/> <m_Name text="Horsemen"/> 骑兵阵,我改成锥形阵
效果图:
只有6个人,优先1,2,4排,3排不够人就没有.如果8个人,1,4,1,2。
<Element> <m_Fields> <m_Values> <Element class="AssetObjects::ArtDefReferenceValue"> <m_ElementName text="Pikeman"/> 使用的阵型,可能"武器太长",不能太密否则打完不好恢复阵型 <m_RootCollectionName text="UnitFormationTypes"/> <m_ArtDefPath text="Units.artdef"/> <m_CollectionIsLocked>false</m_CollectionIsLocked> <m_TemplateName text=""/> <m_ParamName text="Formation"/> </Element> <Element class="AssetObjects::ArtDefReferenceValue"> <m_ElementName text=""/> 攻击时的阵型,被我删了,这样就会用默认的一窝蜂冲上去 <m_RootCollectionName text="UnitCombat"/> <m_ArtDefPath text="Units.artdef"/> <m_CollectionIsLocked>false</m_CollectionIsLocked> <m_TemplateName text=""/> <m_ParamName text="UnitCombat"/> </Element> <Element class="AssetObjects::ArtDefReferenceValue"> <m_ElementName text=""/> 护卫的阵型,没有 <m_RootCollectionName text="UnitFormationTypes"/> <m_ArtDefPath text="Units.artdef"/> <m_CollectionIsLocked>true</m_CollectionIsLocked> <m_TemplateName text=""/> <m_ParamName text="EscortFormation"/> </Element> <Element class="AssetObjects::ArtDefReferenceValue"> <m_ElementName text="UNIT_ANCIENTEMBARK"/> <m_RootCollectionName text="Units"/> <m_ArtDefPath text="Units.artdef"/> <m_CollectionIsLocked>true</m_CollectionIsLocked> <m_TemplateName text="Units"/> <m_ParamName text="EmbarkedUnit"/> </Element> <Element class="AssetObjects::BoolValue"> <m_bValue>false</m_bValue> <m_ParamName text="DoNotDisplayCharges"/> </Element> <Element class="AssetObjects::ArtDefReferenceValue"> <m_ElementName text=""/> <m_RootCollectionName text="UnitCulture"/> <m_ArtDefPath text="Cultures.artdef"/> <m_CollectionIsLocked>true</m_CollectionIsLocked> <m_TemplateName text=""/> <m_ParamName text="Culture"/> </Element> <Element class="AssetObjects::ArtDefReferenceValue"> <m_ElementName text=""/> <m_RootCollectionName text="Era"/> <m_ArtDefPath text="Eras.artdef"/> <m_CollectionIsLocked>true</m_CollectionIsLocked> <m_TemplateName text=""/> <m_ParamName text="Era"/> </Element> <Element class="AssetObjects::ArtDefReferenceValue"> <m_ElementName text=""/> <m_RootCollectionName text="Units"/> <m_ArtDefPath text="Units.artdef"/> <m_CollectionIsLocked>true</m_CollectionIsLocked> <m_TemplateName text=""/> <m_ParamName text="ProxyUnit"/> </Element> <Element class="AssetObjects::BoolValue"> <m_bValue>false</m_bValue> <m_ParamName text="PlayDeathOnDestroy"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>0</m_nValue> <m_ParamName text="DisplayLevel"/> </Element> </m_Values> </m_Fields> <m_ChildCollections> <Element> <m_CollectionName text="Members"/> <m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements> <Element> <m_Fields> <m_Values> <Element class="AssetObjects::FloatValue"> <m_fValue>0.500000</m_fValue> 模型比例 <m_ParamName text="Scale"/> </Element> <Element class="AssetObjects::IntValue"> <m_nValue>16</m_nValue> 每队数量 <m_ParamName text="Count"/> </Element> <Element class="AssetObjects::ArtDefReferenceValue"> <m_ElementName text="Pikeman"/> <m_RootCollectionName text="UnitMemberTypes"/> <m_ArtDefPath text="Units.artdef"/> <m_CollectionIsLocked>false</m_CollectionIsLocked> <m_TemplateName text=""/> <m_ParamName text="Type"/> </Element> </m_Values> </m_Fields> <m_ChildCollections/> <m_Name text="Members1"/> <m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections> </Element> </Element> <Element> <m_CollectionName text="Audio"/> <m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements> <Element> <m_Fields> <m_Values> <Element class="AssetObjects::StringValue"> <m_Value text=""/> <m_ParamName text="XrefName"/> </Element> </m_Values> </m_Fields> <m_ChildCollections/> <m_Name text=""/> <m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections> </Element> <Element> <m_Fields> <m_Values> <Element class="AssetObjects::StringValue"> <m_Value text="Pikemen"/> <m_ParamName text="XrefName"/> </Element> </m_Values> </m_Fields> <m_ChildCollections/> <m_Name text="PIKEMAN"/> <m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections> </Element> </Element> </m_ChildCollections> <m_Name text="UNIT_PIKEMAN"/> 长枪兵
弩手的攻击阵型也删了,这样就能原地齐射了,不然按弓手的攻击阵型他是要排成4*4的方阵才射。
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