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时间:2016-04-25 05:57
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魔兽世界5.3潘达利亚的黑暗之心怎么打?5.3新场景战役潘达利亚的黑暗之心攻略
作者:TG兽吧
来源:本站原创
发布时间: 11:09:59
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魔兽世界5.3潘达利亚的黑暗之心怎么打?5.3新场景战役潘达利亚的黑暗之心打法攻略介绍。潘达利亚的黑暗之心是5.3版本新增加的一个场景战役,背景故事是地狱咆哮命令地精在挖掘神器,在挖掘过程中,发生异变,玩家将随着挖掘队揭示出潘达利亚的黑暗秘密。下面就跟随小编一起看看具体的攻略流程吧。
魔兽世界5.3潘达利亚的黑暗之心怎么打?
PS:联盟玩家也可以参与哦!联盟玩家在进入副本后,将会变为地精外形。
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> 维多利亚2黑暗之心秘籍 指令代码参数修改教程(4)
维多利亚2黑暗之心秘籍 指令代码参数修改教程(4)
时间: 14:55 |来源:网络|
作者:华少|点击: 14495
4. 倒,人口太多了。军需商赚不到钱
在E:\Paradox Interactive\Victoria 2\technologies industry_tech.txt文件 打开
第一个科技 例如:
water_wheel_power = {
area = tech_power
year = 1830 #可研究的时间
cost = 3600 #研究所耗研究点数
activate_building = fabric_factory
rgo_output = 0.125
farm_rgo_size = -0.05
factory_throughput = 0.1
pop_growth = -0.0008 #添加这个人口增长率-0.08%,计划生育,别减太多,时间长呢
factory_goods_throughput = {
shares = -0.1
factory_goods_throughput = {
financial_services = -0.1
在E:\Paradox Interactive\Victoria 2\technologies army_tech.txt文件 打开
第一个科技 例如:
post_napoleonic_thought = {
area = army_doctrine
year = 1830
cost = 3600
activate_unit = hussar
activate_building = fort
army_base = {
default_organisation = 4
defence = 1
supply_consumption = 5 #维持军队的补给消耗+500%
ai_chance = {
factor = 3
如果AI连第一项科技都研究不出来 改派表示压力很大 这个国家都这样了还用给他增加压力吗?
5.技工失业了,连农民和劳工都失业咯 不给力啊. 含改变工厂消耗产出和使用的劳动人群和快速改变生产部队时间的方法
E:\Paradox Interactive\Victoria 2\inventions 新建other_inventions.txt 添加发明
my = {
limit = { ai = no } #只有玩家触发
chance = {
base = 100
effect = {
farm_rgo_size = 1 #农场(也就是农民生产的所有资源种类)规模+100%
mine_rgo_size = 1 #矿业(也就是劳工生产的所有资源种类)规模+100%
army_base = {
attack = 8 #陆军攻击加8
defence = 4 #陆军防御加4
build_time = -100 #陆军生产时间-100天
navy_base = {
gun_power = 8 #海军的火力+8
hull = 4 #海军船体+4
build_time = -300 #海军生产时间-300天
这个发明在重新开档刚进游戏就已经触发了 在游戏研究栏里没有 但已经触发过了
不知道使用非玩家一开始所选国家的别的国家读档再存档会不会使这个发明触发 尽量别查看AI国家后存档
在E:\Paradox Interactive\Victoria 2\common production_types.txt文件
例如(类型相似的我就不重复说明了):
factory_template = {
efficiency = {
cement = 0.3 #维持工厂所需要的原料,如果此原料不足,则工厂只有75%生产效率
paper = 0.3
owner =
poptype = capitalists #工厂为资本家所有减少输入
effect = input
effect_multiplier = -2.5 #减少的输入量
employees = { #所雇用的员工
poptype = craftsmen #技工
effect = throughput #对生产的吞吐量产生影响
amount = 0.8
poptype = clerks #职员
effect = output #对产品输出产生影响
effect_multiplier = 2.0 #同样原料能有2倍产出
amount = 0.2 #最大雇用人数比例为20%
type = factory
workforce = 2500 #每级的工厂最大2500人 改变工厂雇用人数
bank_template = {
efficiency = {
paper = 0.5
tea = 0.3
coffee = 0.3
owner =
poptype = capitalists
effect = input
effect_multiplier = -7.5
employees = { #银行类的工厂只招收了职员
poptype = clerks
effect = throughput
amount = 1
type = factory
workforce = 1000 #这种工厂每级只招收1000人
modern_factory_template = {
efficiency = {
cement = 0.3
financial_services = 0.5
electric_power = 1
shares = 0.5
owner =
poptype = capitalists
effect = input
effect_multiplier = -2.5
employees = {
poptype = craftsmen
effect = throughput
amount = 0.8
poptype = clerks
effect = output
effect_multiplier = 2.0
amount = 0.2
type = factory
workforce = 2500
这factory_template bank_template modern_factory_template 三个样板
aeroplane_factory = { #飞机工厂
template = modern_factory_template #工厂所使用的样板
input_goods = { #输入资源
machine_parts = 2
electric_gear = 3
rubber = 0.8
lumber = 2.4
output_goods = aeroplanes #产出的商品
value = 0.66 #产出数量
luxury_clothes_factory = {
template = factory_template
input_goods = {
regular_clothes = 1.3
silk = 1.5
output_goods = luxury_clothes
value = 2
bank = {
template = bank_template
input_goods = {
luxury_furniture = 0.5
regular_clothes = 0.5
output_goods = financial_services
value = 4
上面三个工厂使用的就是这三种不同的样板
E:\Paradox Interactive\Victoria 2\common goods.txt文件里有商品和资源的基础价格
6. 领土内外族人太多,改派表示看着很不爽,修改同化速度和可接受民族,和Victoria 2\history\countries文件解析
在E:\Paradox Interactive\Victoria 2\common pop_types.txt文件
txt搜索assimilation_chance 添加:
modifier = {
factor = 1000 #增加10%可能性
country = { AI = no } #只对玩家有效
如果想只在殖民地内进行同化则,
modifier = {
factor = 10
and = {
country = { AI = no }
state_scope = { is_colonial = yes }
在E:\Paradox Interactive\Victoria 2\history\countries 如俄国 RUS - Russia.txt
例如:
capital = 994 #首都
primary_culture = russian #主体民族
culture = byelorussian #可接受民族,只要在下面依次添加culture = ,就可增加可接受民族
(具体民族在E:\Paradox Interactive\Victoria 2\common cultures.txt文件里)
culture = ukrainian
culture = ugrian
religion = orthodox #主流宗教
government = absolute_monarchy #政府制度
plurality = 0.0 #多元化程度
nationalvalue = nv_order #国家特色
literacy = 0.15 #识字率
civilized = yes #是否开化
#GreaterPowers = prestige
prestige = 80 #声望
# Political reforms #政治改革
slavery = no_slavery
upper_house_composition = appointed
vote_franschise = none_voting
public_meetings = yes_meeting
press_rights = state_press
trade_unions = no_trade_unions
voting_system = first_past_the_post
political_parties = underground_parties
# Social Reforms #社会改革
wage_reform = no_minimum_wage
work_hours = no_work_hour_limit
safety_regulations = no_safety
health_care = no_health_care
unemployment_subsidies = no_subsidies
pensions = no_pensions
ruling_party = RUS_conservative #执政的政党
upper_house = { #议会里的各类政党支持率
fascist = 0
liberal = 19
conservative = 60
reactionary = 21
anarcho_liberal = 0
socialist = 0
communist = 0
# Technologies #起始科技
post_napoleonic_thought = 1
flintlock_rifles = 1
bronze_muzzle_loaded_artillery = 1
military_staff_system = 1
army_command_principle = 1
post_nelsonian_thought = 1
clipper_design = 1
naval_design_bureaus = 1
alphabetic_flag_signaling = 1
the_command_principle = 1
classicism_n_early_romanticism = 1
late_enlightenment_philosophy = 1
malthusian_thought = 1
enlightenment_thought = 1
introspectionism = 1
private_banks = 1
no_standard = 1
early_classical_theory_and_critique = 1
guild_based_production = 1
water_wheel_power = 1
publishing_industry = 1
mechanized_mining = 1
basic_chemistry = 1
#Inventions #发明
#corvettes = yes
commerce_raiders = yes
# Starting Consciousness #起始的POP觉醒度和战斗性
consciousness = 3
nonstate_consciousness = 1
schools = culture_tech_school
oob = &RUS_oob.txt& #打开的oob文件名