2025-10-27 04:02:28

This commit is contained in:
actions[bot]
2025-10-27 04:02:28 +00:00
parent cc4f1954e5
commit 4c879eba97
5 changed files with 168 additions and 139 deletions

View File

@@ -11090,16 +11090,19 @@ HUJ_zhanzhengdezhongjie = {
available = {
date > 1941.6.1
tag = HUJ
is_puppet = no
controls_state = 126
has_war_with = TIX
HUJ = { is_in_faction_with = BYG }
NOT = { has_war_with = BFL }
surrender_progress < 0.3
TIX = {
is_puppet = no
surrender_progress > 0.1
has_war_with = BYG
}
BFL = {
is_puppet = no
has_war_with = TIX
surrender_progress < 0.3
}
@@ -15654,6 +15657,7 @@ AZ_meizhoutiaozhan_jyz = {
not = { has_global_flag = az_meizhoutiaozhan_action }
}
available = {
tag = TIX
custom_trigger_tooltip = {
tooltip = az_aikongzhiqitaguojia
all_other_country = {
@@ -15767,24 +15771,24 @@ AZ_meizhoutiaozhan_jyz = {
not = { country_exists = BFL }
has_global_flag = beilian_bengkui
}
#OR = {
# tag = CHY
# CHY = { is_subject_of = ROOT }
# CHY = { is_in_faction_with = ROOT }
# not = { country_exists = CHY }
#}
#OR = {
# tag = DOH
# DOH = { is_subject_of = ROOT }
# DOH = { is_in_faction_with = ROOT }
# not = { country_exists = DOH }
#}
#OR = {
# tag = BYG
# BYG = { is_subject_of = ROOT }
# BYG = { is_in_faction_with = ROOT }
# not = { country_exists = BYG }
#}
OR = {
tag = CHY
CHY = { is_subject_of = ROOT }
CHY = { is_in_faction_with = ROOT }
not = { country_exists = CHY }
}
OR = {
tag = DOH
DOH = { is_subject_of = ROOT }
DOH = { is_in_faction_with = ROOT }
not = { country_exists = DOH }
}
OR = {
tag = BYG
BYG = { is_subject_of = ROOT }
BYG = { is_in_faction_with = ROOT }
not = { country_exists = BYG }
}
}
days_mission_timeout = 2190
complete_effect = {
@@ -15844,26 +15848,26 @@ AZ_meizhoutiaozhan_jyz = {
not = { country_exists = BFL }
has_global_flag = beilian_bengkui
}
#OR = {
# tag = CHY
# CHY = { is_subject_of = ROOT }
# CHY = { is_in_faction_with = ROOT }
# not = { country_exists = CHY }
#}
#OR = {
# tag = DOH
# DOH = { is_subject_of = ROOT }
# DOH = { is_in_faction_with = ROOT }
# not = { country_exists = DOH }
#}
#OR = {
# tag = BYG
# BYG = { is_subject_of = ROOT }
# BYG = { is_in_faction_with = ROOT }
# not = { country_exists = BYG }
#}
OR = {
tag = CHY
CHY = { is_subject_of = ROOT }
CHY = { is_in_faction_with = ROOT }
not = { country_exists = CHY }
}
days_mission_timeout = 2920
OR = {
tag = DOH
DOH = { is_subject_of = ROOT }
DOH = { is_in_faction_with = ROOT }
not = { country_exists = DOH }
}
OR = {
tag = BYG
BYG = { is_subject_of = ROOT }
BYG = { is_in_faction_with = ROOT }
not = { country_exists = BYG }
}
}
days_mission_timeout = 3285
complete_effect = {
custom_effect_tooltip = get_zs_shuliang_7500
add_to_variable = {

View File

@@ -15,16 +15,18 @@ ideas = {
#cavalry_defence_factor = 8
#army_artillery_attack_factor = 4
#army_infantry_defence_factor = 3
#army_armor_attack_factor = 2
#army_armor_defence_factor = 2
army_armor_attack_factor = 1
army_armor_defence_factor = 1
#breakthrough_factor = 3
#conscription = 0.25
#conscription_factor = 1
#mobilization_speed = 10
army_core_defence_factor = 10
#army_core_defence_factor = 10
#org_loss_when_moving = -0.5
#recon_factor = 1
#army_speed_factor = 0.25
army_speed_factor = 0.25
supply_node_range = -0.2
supply_consumption_factor = 0.25
#research_speed_factor = 1
#army_attack_against_major_factor = 0.5
#army_defence_against_major_factor = 0.5
@@ -32,9 +34,15 @@ ideas = {
#special_forces_attack_factor = 3
#special_forces_defence_factor = 3
#special_forces_cap_flat = 99999
army_attack_factor = 2
army_defence_factor = 2
industrial_capacity_dockyard = 10
#army_attack_factor = 2
#army_defence_factor = 2
#industrial_capacity_dockyard = 10
}
targeted_modifier = {
tag = BYG
attack_bonus_against = -0.5
defense_bonus_against = -0.5
breakthrough_bonus_against = -0.5
}
equipment_bonus = {
#infantry_equipment = {
@@ -63,36 +71,36 @@ ideas = {
# build_cost_ic = 2
# instant = yes
#}
#armor = {
armor = {
#build_cost_ic = -0.4
# soft_attack = 0.5
# hard_attack = 0.5
# reliability = 0.2
# breakthrough = 0.25
# maximum_speed = 0.2
# ap_attack = 2
soft_attack = 0.5
hard_attack = 0.5
reliability = 0.2
breakthrough = 0.25
maximum_speed = 0.2
ap_attack = 2
instant = yes
}
#small_plane_airframe = {
# build_cost_ic = 10
# instant = yes
#}
#small_plane_cas_airframe = {
# build_cost_ic = 10
# instant = yes
#}
#medium_plane_airframe = {
# build_cost_ic = 10
# instant = yes
#}
#large_plane_airframe = {
# build_cost_ic = 10
# instant = yes
#}
#jizaijianniang_equipment_airframe = {
# build_cost_ic = 10
# instant = yes
#}
small_plane_airframe = {
build_cost_ic = 10
instant = yes
}
small_plane_cas_airframe = {
build_cost_ic = 10
instant = yes
}
medium_plane_airframe = {
build_cost_ic = 10
instant = yes
}
large_plane_airframe = {
build_cost_ic = 10
instant = yes
}
jizaijianniang_equipment_airframe = {
build_cost_ic = 10
instant = yes
}
}
}
AZ_mztz_AIbuff = {
@@ -104,14 +112,17 @@ ideas = {
is_ai = no
}
modifier = {
conscription = 0.25
conscription_factor = 1
mobilization_speed = 10
#army_core_defence_factor = 25
stability_factor = 1.25
war_support_factor = 2
#army_speed_factor = -0.25
#army_defence_factor = 2
#conscription = 0.25
#conscription_factor = 1
mobilization_speed = 1
army_core_attack_factor = 5
army_core_defence_factor = 5
#stability_factor = 1.25
#war_support_factor = 2
army_speed_factor = -0.4
army_defence_factor = 2
max_dig_in_factor = 2
dig_in_speed_factor = 0.5
#army_attack_against_major_factor = -0.8
#army_defence_against_major_factor = -0.8
#army_breakthrough_against_major_factor = -0.5
@@ -119,24 +130,30 @@ ideas = {
#army_defence_against_minor_factor = 2
#army_breakthrough_against_minor_factor = 2
#army_infantry_attack_factor = 2
army_infantry_defence_factor = 3
army_artillery_attack_factor = 4
#army_infantry_defence_factor = 3
#army_artillery_attack_factor = 4
#production_factory_start_efficiency_factor = 0.5
#line_change_production_efficiency_factor = 1
#production_factory_max_efficiency_factor = 0.3
#production_factory_efficiency_gain_factor = 1
army_armor_attack_factor = 2
army_armor_defence_factor = 2
#army_armor_attack_factor = 2
#army_armor_defence_factor = 2
}
equipment_bonus = {
#infantry_equipment = {
# build_cost_ic = -0.25
# instant = yes
#}
#artillery_equipment = {
# build_cost_ic = -0.15
# instant = yes
#}
infantry_equipment = {
build_cost_ic = 0.15
soft_attack = 0.25
hard_attack = 0.25
reliability = 0.1
instant = yes
}
artillery_equipment = {
build_cost_ic = 0.15
soft_attack = 0.25
hard_attack = 0.25
reliability = 0.1
instant = yes
}
#support_equipment = {
# build_cost_ic = -0.33
# instant = yes
@@ -150,7 +167,7 @@ ideas = {
# instant = yes
#}
#armor = {
# build_cost_ic = -0.25
# build_cost_ic = 0.15
# instant = yes
#}
}

View File

@@ -2732,6 +2732,14 @@ focus_tree = {
ai_will_do = {
factor = 60
}
available = {
if = {
limit = {
is_ai = no
}
not = { has_global_flag = az_meizhoutiaozhan_action }
}
}
cancel_if_invalid = yes
continue_if_invalid = no
available_if_capitulated = no

View File

@@ -13,76 +13,76 @@ technologies = {
category_all_infantry = {
urban = {
attack = 0.10
defence = 0.10
movement = 0.10
attack = 0.25
defence = 0.25
movement = 0.25
}
forest = {
attack = 0.10
defence = 0.10
movement = 0.10
attack = 0.25
defence = 0.25
movement = 0.25
}
jungle = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
mountain = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
hills = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
amphibious = {
attack = 0.20
defence = 0.10
movement = 0.20
attack = 0.25
defence = 0.15
movement = 0.25
}
river = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
}
category_all_armor = {
urban = {
attack = 0.10
defence = 0.10
movement = 0.10
attack = 0.25
defence = 0.25
movement = 0.25
}
forest = {
attack = 0.10
defence = 0.10
movement = 0.10
attack = 0.25
defence = 0.25
movement = 0.25
}
jungle = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
mountain = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
hills = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
amphibious = {
attack = 0.20
defence = 0.10
movement = 0.20
attack = 0.25
defence = 0.15
movement = 0.25
}
river = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
}
}

View File

@@ -1,6 +1,6 @@
l_simp_chinese:
gengxinshuoming_title2:0"2.12更新内容"
gengxinshuoming_text2:"1.每周挑战更新。\n2.加强了疯狂AI的数值部分词条得到了加强。\n3.修复了疯狂AI地形修正增益不生效的问题。\n\n在正式开始游戏前请确保已经开启了50建筑槽MOD这会对MOD的游戏流程与AI行为有极大影响。\nMOD内95%的长文案由AI生成§C所有文案当做同人小说来看就好§!MOD交流群539127559\n最下方的决议里有路线指南和舰娘羁绊事件。出现成就条件满足但无法去完成的情况请打开历史国策。"
gengxinshuoming_text2:"1.每周挑战更新。\n\n在正式开始游戏前请确保已经开启了50建筑槽MOD这会对MOD的游戏流程与AI行为有极大影响。\nMOD内95%的长文案由AI生成§C所有文案当做同人小说来看就好§!MOD交流群539127559\n最下方的决议里有路线指南和舰娘羁绊事件。出现成就条件满足但无法去完成的情况请打开历史国策。"
az_openstart_button_tooltip:0"打开碧蓝MOD开始界面"
dancingxiaotiancheng_tooltip:0"§RDancing~§! §CDancing~§! §YNon Stop§! §Bmy§! §GDancing~§!"
az_start_mainwindow_stratgame_btn_tooltip:0"§Y◆注意◆§!确认你已完成所有MOD设定点击开始游戏后将§R无法更改§!任何设定§Y◆注意◆§!"
@@ -309,7 +309,7 @@ DOH_zaozhan_cjwx:"提前与重樱开战"
##################每周挑战##############
az_tianjiang.389.d:"每周挑战是碧蓝MOD在最近一次更新中新添加的机制玩家可以通过开启挑战来获得各种平时无法得到的加成并与同样获得特殊增益的AI进行对抗。\n\n该模式的目的是给喜欢在碧蓝MOD中PVE的玩家一个动态的环境因此每周都会对双方的BUFF以及挑战的目标进行更新。\n\n每周挑战不绑定历史国策可以与疯狂AI或者历史挑战、丁真AI同时开启但会在一定程度上影响其本身的难度。该机制属于单机游玩专属联机时无法启用。\n\n如果对此模式有想法或意见欢迎加群讨论。"
AZ_meizhoutiaozhan_jyz:"每周挑战"
AZ_meizhoutiaozhan_jyz_desc:"本周挑战国家§Y任意§!\n本周路线要求§Y任意§!\n本周挑战目标§R在限定时间内结盟或征服所有欧洲舰娘国§!\n本周§G玩家增益§!战无不胜+海军生产+宁死不屈+黑云遮日\n本周§RAI增益§!团结一致+步炮大师+少女战车+人海战术\n\n目前难度适中有建议欢迎加群反馈。"
AZ_meizhoutiaozhan_jyz_desc:"本周挑战国家§Y铁血§!\n本周路线要求§Y黑线§!\n本周挑战目标§R在限定时间内结盟或征服所有主要舰娘国§!\n本周§G玩家效果§!装甲工艺+闪电战+补给缺陷+后续乏力\n本周§RAI效果§!厚重防御+质量优先+堑壕战+卫国战争\n\n目前难度适中有建议欢迎加群反馈。"
AZ_meizhoutiaozhan_jy_debug:"测试决议"
AZ_meizhoutiaozhan_jy_aibuff:"AI决议"
AZ_meizhoutiaozhan_jy_on:"开启§Y每周挑战§!"
@@ -323,8 +323,8 @@ AZ_meizhoutiaozhan_jy_wanmei_time:"完美达成目标"
az_meizhoutiaozhan_buwanmei:"超过时间限制,无法获得额外奖励"
AZ_meizhoutiaozhan_jy_dacheng_time:"成功完成目标"
az_meizhoutiaozhan_shibai:"§R超过最大时间限制挑战失败§!"
AZ_mztz_AIbuff:"每周挑战AI增益"
AZ_mztz_playerbuff:"每周挑战:玩家增益"
AZ_mztz_AIbuff:"每周挑战AI效果"
AZ_mztz_playerbuff:"每周挑战:玩家效果"
#########################临时文本P社为什么不写本地化############################