军队模组制作

本页面所适用的版本可能已经过时,最后更新于1.3.0

创建一支军队[编辑 | 编辑源代码]

军队定义在 /Crusader Kings III/game/common/men_at_arms_types 文件中。

示例:

example_maa = { # maa = Men at arms
	type = # Men at arms type of my_maa
	
	damage = # damage value of unit
	toughness = # toughness value of unit
	pursuit = # pursuit value of unit
	screen = # screen value of unit
	
	terrain_bonus = { # Terrain bonus
		forest = { # bonus values }
	}

	counters = {
		# what type of men at arms this counters for example archers
	}

	buy_cost = { # cost of a unit }
	low_maintenance_cost = { # low maintenance cost of a unit }
	high_maintenance_cost = { # high maintenance cost of a unit }
	
	stack = # Men in one unit
	ai_quality = { # ai weight value }
	icon = # name of icon without .dds
}

变量[编辑 | 编辑源代码]

变量 类型 描述 示例
type 字符串 单位类型 type = skirmishers
can_recruit 布尔值 If player can recruit MaA unit. If answer is yes then you don't need to include it. If you want you can write can_recruit = yes but you can also not include it and the result will be the same can_recruit = no
damage 整数 单位伤害值 damage = 10
toughness 整数 单位坚韧值 toughness = 10
pursuit 整数 单位追击值 pursuit = 10
screen 整数 单位掩护值 screen = 10
terrain_bonus block 地形加成 terrain_bonus = {

forest = { damage = 3 screen = 3 }

}

counters block What unit types counters this unit. Can counter multiple units. counters = {

heavy_infantry = 1

}

buy_cost block 单位花费 buy_cost = { gold = 150 }
low_maintenance_cost block 低维护费花费 low_maintenance_cost = { gold = 1 }
high_maintenance_cost block 高维护费花费 high_maintenance_cost = { gold = 5 }
mercenary_fallback 布尔值 mercenary_fallback = yes
holy_order_fallback 布尔值 holy_order_fallback = yes
stack 整数 Amount of units per one stack stack = 100
max_sub_regiments 整数 max_sub_regiments = 5
fallback_in_hired_troops_if_unlocked 布尔值 Mercs/holy orders won't have a preference towards this MaA if it is unlocked fallback_in_hired_troops_if_unlocked = yes
allowed_in_hired_troops 布尔值 allowed_in_hired_troops = no
fights_in_main_phase 布尔值 If set, only affects the pursuit phase. Handy for siege weapons fights_in_main_phase = no
siege_tier 整数 How good it is at countering forts siege_tier = 1
ai_quality 变量 AI weight which is determined in \common\script_values\00_men_at_arms_values value = culture_ai_weight_pikemen
icon 字符串 Name of the .dds icon file to represent this MaA type. If you use custom icon then it should be placed in \gfx\interface\icons\regimenttypes\ icon = skirmishers
hired_stack_size 整数 Size of sub-regiment for the purpose of hired troops. If not set, this will be the same as the "stack" value hired_stack_size = 25
winter_bonus block Starting from game version 1.3.0, MaA can include Winter Bonus. Can include one or both bonuses (harsh or normal winter) winter_bonus = {


normal_winter = {

damage = -10

toughness = -5

}

harsh_winter = {

damage = -20

toughness = -10

}

}

文化革新中的军队[编辑 | 编辑源代码]

如果希望你的自定义革新解锁你的自定义MaA单位。

unlock_maa = my_maa # Use the key of maa unit

或者你也可以为你的军队提供加成。 示例 (given by CK3 devs):

maa_upgrade = {
	type = cavalry
	damage = 0.1
	toughness = 0.1
	pursue = 0.1
	screen = 0.1
	siege_value = 0.1
	max_size = 1
}

本地化[编辑 | 编辑源代码]

示例:

my_maa:0 "My Men at Arms"
my_maa_flavor:0 "#F My Men at Arms are better than yours.#!"