注册 | 登录

游侠NETSHOW论坛





查看: 3899|回复: 3
打印 上一主题 下一主题

[转贴] 修改Agent的资料 [复制链接]

塞浦路斯行省总督

帖子
3972
精华
1
积分
2646
金钱
6398
荣誉
46
人气
0
评议
0

跳转到指定楼层
楼主
发表于 2007-8-28 19:09:22 |只看该作者 |倒序浏览
商人部分

http://www.twcenter.net/forums/showthread.php?t=76893&highlight=merchant

商人收入增加

I have found it very useful to change

data/descr_campaign_db

scroll down to <merchants> and change to

<base_income_modifier float="2.0"/>
<trade_bonus_offset float="20.0"/>

at present they are set to 1.0 and 10.0 respectively.

this gives a sensible boost to their income and also makes merchants much more valuable. Which to me before hand they were completely useless.

I currently as England have a 3trade merchant in ireland trading silver for 268 per turn and a couple with 6trade in the middle east trading cotton for over 1600 per turn each.

I am probably not the first one to do this but I havent found any threads on here about it yet.


---------------------------------------------------------
http://www.twcenter.net/forums/showthread.php?t=87283&highlight=merchant
限制商人数量  -----  一城一商人


I'm afraid I don't understand the question.

If you mean recruit only 1 merchant per city regardless of improvements, then check if your EDB are using these lines:



building market
{
    levels corn_exchange market fairground great_market merchants_quarter
    {
        corn_exchange city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
        {
            capability
            {
                agent merchant  0  requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
                trade_base_income_bonus bonus 2
                agent_limit merchant 1
            }
            material wooden
            construction  2
            cost  600
            settlement_min town
            upgrades
            {
                market
            }
        }
        market city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
        {
            capability
            {
                agent merchant  0  requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
                trade_base_income_bonus bonus 3
                agent_limit merchant 1
            }
            material wooden
            construction  3
            cost  1200
            settlement_min large_town
            upgrades
            {
                fairground
            }
        }
        fairground city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
        {
            capability
            {
                agent merchant  0  requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
                trade_base_income_bonus bonus 4
                agent_limit merchant 1
            }
            material wooden
            construction  4
            cost  2400
            settlement_min city
            upgrades
            {
                great_market
            }
        }
        great_market city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
        {
            capability
            {
                agent merchant  0  requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
                trade_base_income_bonus bonus 5
                agent_limit merchant 1
            }
            material wooden
            construction  6
            cost  4800
            settlement_min large_city
            upgrades
            {
                merchants_quarter
            }
        }
        merchants_quarter city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
        {
            capability
            {
                agent merchant  0  requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
                trade_base_income_bonus bonus 6
                agent_limit merchant 1
            }
            material wooden
            construction  7
            cost  9600
            settlement_min huge_city
            upgrades
            {
            }
        }
    }
    plugins
    {
    }
}



These are based on vanilla. The agent_limit merchant 1 is the part that says you can only have 1 merchant in the faction per city that has this building.

[ 本帖最后由 武田逍遥轩 于 2007-8-28 19:11 编辑 ]

使用道具 举报

帖子
962
精华
8
积分
3303
金钱
4842
荣誉
122
人气
20
评议
0
沙发
发表于 2007-8-28 19:24:27 |只看该作者
可惜还没办法增加Agent的种类.

使用道具 举报

塞浦路斯行省总督

帖子
3972
精华
1
积分
2646
金钱
6398
荣誉
46
人气
0
评议
0

板凳
发表于 2008-2-8 16:13:02 |只看该作者

中二中的狂亂屬性

http://www.twcenter.net/forums/showthread.php?t=81539&highlight=berserker
狂戰士屬性的修改:給農民下一劑猛藥。

its rather simple, only 2 things are needed (actually one)
note: you will be editing the export_descr_unit.txt file located in your data folder

lets take the simple peasant, now add drugs


type             Peasants
dictionary       Peasants      ; Peasants
category         infantry
class            light
voice_type       Light
banner faction   main_infantry
banner holy      crusade
soldier          Peasants, 60, 0, 0.8
attributes       sea_faring, hide_forest, can_withdraw, is_peasant, peasant
formation        1.2, 1.2, 2.4, 2.4, 6, square
stat_health      1, 0
stat_pri         4, 0, no, 0, 0, melee, melee_simple, piercing, spear, 25, 0.6
;stat_pri_ex      0, 0, 0
stat_pri_attr    no
stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
;stat_sec_ex      0, 0, 0
stat_sec_attr    no
stat_pri_armour  0, 3, 0, flesh
;stat_armour_ex   0, 4, 0, 0, 3, 0, 0, flesh
stat_sec_armour  0, 0, flesh
stat_heat        2
stat_ground      1, -2, 3, 2
stat_mental      1, low, untrained
stat_charge_dist 30
stat_fire_delay  0
stat_food        60, 300
stat_cost        1, 110, 90, 65, 50, 110, 4, 20
armour_ug_levels 0, 1
armour_ug_models Peasants, Peasants_ug1
ownership        england, france, hre, denmark, spain, portugal, milan, venice, papal_states, slave, normans, saxons
era 0            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
era 1            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
era 2            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
;unit_info        4, 0, 3



(blue is what section will be changed)
now you really only need to change the mental but, adding warcry makes berserker activatable whenever you want, simpley change to this




type             Peasants
dictionary       Peasants      ; Peasants
category         infantry
class            light
voice_type       Light
banner faction   main_infantry
banner holy      crusade
soldier          Peasants, 60, 0, 0.8
attributes       sea_faring, hide_forest, can_withdraw, is_peasant, peasant, warcry
formation        1.2, 1.2, 2.4, 2.4, 6, square
stat_health      1, 0
stat_pri         4, 0, no, 0, 0, melee, melee_simple, piercing, spear, 25, 0.6
;stat_pri_ex      0, 0, 0
stat_pri_attr    no
stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
;stat_sec_ex      0, 0, 0
stat_sec_attr    no
stat_pri_armour  0, 3, 0, flesh
;stat_armour_ex   0, 4, 0, 0, 3, 0, 0, flesh
stat_sec_armour  0, 0, flesh
stat_heat        2
stat_ground      1, -2, 3, 2
stat_mental      1, berserker, untrained
stat_charge_dist 30
stat_fire_delay  0
stat_food        60, 300
stat_cost        1, 110, 90, 65, 50, 110, 4, 20
armour_ug_levels 0, 1
armour_ug_models Peasants, Peasants_ug1
ownership        england, france, hre, denmark, spain, portugal, milan, venice, papal_states, slave, normans, saxons
era 0            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
era 1            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
era 2            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
;unit_info        4, 0, 3



(red equals whats changed/edited)
turns out the warcry ability is still in the game

before i figured this out i did it another way, like so:


type             Peasants
dictionary       Peasants      ; Peasants
category         infantry
class            light
voice_type       Light
banner faction   main_infantry
banner holy      crusade
soldier          Peasants, 60, 0, 0.8
attributes       sea_faring, hide_forest, can_withdraw, is_peasant, peasant, can_run_amok
formation        1.2, 1.2, 2.4, 2.4, 6, square
stat_health      1, 0
stat_pri         4, 0, no, 0, 0, melee, melee_simple, piercing, spear, 25, 0.6
;stat_pri_ex      0, 0, 0
stat_pri_attr    no
stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
;stat_sec_ex      0, 0, 0
stat_sec_attr    no
stat_pri_armour  0, 3, 0, flesh
;stat_armour_ex   0, 4, 0, 0, 3, 0, 0, flesh
stat_sec_armour  0, 0, flesh
stat_heat        2
stat_ground      1, -2, 3, 2
stat_mental      1, impetuous, untrained
stat_charge_dist 30
stat_fire_delay  0
stat_food        60, 300
stat_cost        1, 110, 90, 65, 50, 110, 4, 20
armour_ug_levels 0, 1
armour_ug_models Peasants, Peasants_ug1
ownership        england, france, hre, denmark, spain, portugal, milan, venice, papal_states, slave, normans, saxons
era 0            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
era 1            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
era 2            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
;unit_info        4, 0, 3






not as effective but similar

[ 本帖最后由 武田逍遥轩 于 2008-2-8 16:17 编辑 ]

使用道具 举报

您需要登录后才可以回帖 登录 | 注册

手机版|Archiver|游侠NETSHOW论坛 ( 苏ICP备2023007791号 )

GMT+8, 2025-10-14 22:57 , Processed in 0.455507 second(s), 12 queries , Gzip On, Memcache On.

Powered by Discuz! X2

© 2001-2011 Comsenz Inc.

分享到