2026-01-26 04:02:03

This commit is contained in:
actions[bot]
2026-01-26 04:02:03 +00:00
parent a29b1b8416
commit caa34db8c1
4 changed files with 362 additions and 2 deletions

View File

@@ -8,6 +8,9 @@ tianjiang_aizuobi = {
is_ai = yes
has_global_flag = AZ_fengkuangAI_citiao_ex
}
ai_will_do = {
factor = 10000
}
fire_only_once = yes
complete_effect = {
add_ideas = TY_fkAIex_sir_debuff

View File

@@ -24,6 +24,7 @@ NDefines.NCountry.BASE_COMMAND_POWER_GAIN = 0.6
--下划线
NDefines.NBuildings.MAX_SHARED_SLOTS = 50 -- 建筑槽上限
NDefines.NBuildings.AIRBASE_CAPACITY_MULT = 1000 -- 空军基地每级容量
NDefines.NDiplomacy.MAX_TRUST_VALUE = 200 -- 最大关系上限
NDefines.NDiplomacy.MIN_TRUST_VALUE = -200 -- 最小关系上限
NDefines.NDiplomacy.MAX_OPINION_VALUE = 200 -- 最大关系上限

356
src/common/terrain/00_terrain.txt Executable file
View File

@@ -0,0 +1,356 @@
##################################################################
### Terrain Categories
###
###
categories = {
unknown = {
color = { 255 0 0 }
}
ocean = {
naval_terrain = yes
color = { 40 83 176 }
movement_cost = 1.0
is_water = yes
sound_type = sea
naval_mine_hit_chance = -0.75
minimum_seazone_dominance = 250 #It's, uh. Well it makes sense in math. If there's time I'll add a util function so that these numbers are game-representative.
}
lakes = {
color = { 58 91 255 }
movement_cost = 1.0
is_water = yes
sound_type = sea
}
forest = {
color = { 89 199 85 }
movement_cost = 1.5
#combat_width = -0.20
combat_width = 180
combat_support_width = 90
ai_terrain_importance_factor = 5.0
match_value = 5
sound_type = forest
buildings_max_level = {
bunker = 4
coastal_bunker = 6
}
units = {
attack = -0.15
movement = -0.2
}
enemy_army_bonus_air_superiority_factor = -0.1
supply_flow_penalty_factor = 0.08
truck_attrition_factor = 0.2
}
hills = {
color = { 248 255 153 }
movement_cost = 1.5
#combat_width = -0.33
combat_width = 210
combat_support_width = 105
ai_terrain_importance_factor = 3.0
match_value = 2
sound_type = desert
buildings_max_level = {
bunker = 5
coastal_bunker = 6
}
units = {
attack = -0.25
movement = -0.2
}
enemy_army_bonus_air_superiority_factor = -0.05
supply_flow_penalty_factor = 0.1
truck_attrition_factor = 0.2
}
mountain = {
color = { 157 192 208 }
movement_cost = 2.0
attrition = 0.3
#combat_width = -0.66
combat_width = 150
combat_support_width = 75
ai_terrain_importance_factor = 10.0
match_value = 10
sound_type = desert
buildings_max_level = {
bunker = 4
coastal_bunker = 6
}
units = {
attack = -0.5
movement = -0.4
}
enemy_army_bonus_air_superiority_factor = -0.10
supply_flow_penalty_factor = 0.12
truck_attrition_factor = 1.0
}
plains = {
color = { 255 129 66 }
movement_cost = 1.0
ai_terrain_importance_factor = 0.1
combat_width = 210
combat_support_width = 105
match_value = 0.5
sound_type = plains
buildings_max_level = {
bunker = 5
coastal_bunker = 6
}
}
urban = {
color = { 120 120 120 }
movement_cost = 1.2
ai_terrain_importance_factor = 4.0
combat_width = 240
combat_support_width = 120
match_value = 4
sound_type = plains
buildings_max_level = {
bunker = 5
coastal_bunker = 6
}
units = {
attack = -0.3
movement = -0.2
}
enemy_army_bonus_air_superiority_factor = -0.50
supply_flow_penalty_factor = -0.2
}
jungle = {
color = { 127 191 0 }
movement_cost = 1.5
attrition = 0.2
# combat_width = -0.25
combat_width = 180
combat_support_width = 90
ai_terrain_importance_factor = 6.0
match_value = 6
sound_type = forest
buildings_max_level = {
bunker = 3
coastal_bunker = 6
}
units = {
attack = -0.3
movement = -0.3
}
enemy_army_bonus_air_superiority_factor = -0.25
sickness_chance = 1.0
supply_flow_penalty_factor = 0.16
truck_attrition_factor = 3.0
}
marsh = {
color = { 76 96 35 }
movement_cost = 2.0
attrition = 0.35
# combat_width = -0.25
combat_width = 150
combat_support_width = 75
ai_terrain_importance_factor = 8.0
match_value = 8
sound_type = forest
buildings_max_level = {
bunker = 3
coastal_bunker = 6
}
units = {
attack = -0.4
movement = -0.4
}
sickness_chance = 1.0
supply_flow_penalty_factor = 0.16
truck_attrition_factor = 4.0
}
desert = {
color = { 255 127 0 }
movement_cost = 1.05
attrition = 0.15
combat_width = 210
combat_support_width = 105
ai_terrain_importance_factor = 8.0
match_value = 8
sound_type = desert
buildings_max_level = {
bunker = 4
coastal_bunker = 6
}
sickness_chance = 1.0
supply_flow_penalty_factor = 0.14
truck_attrition_factor = 0.5
}
water_fjords = {
naval_terrain = yes
color = { 75 162 198 }
movement_cost = 1.0
is_water = yes
sound_type = sea
battle_cruiser = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
navy_fuel_consumption_factor = 0.2
}
battleship = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
navy_fuel_consumption_factor = 0.2
}
heavy_cruiser = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
navy_fuel_consumption_factor = 0.2
}
carrier = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
navy_fuel_consumption_factor = 0.2
}
navy_visibility = -0.2
positioning = -0.15
minimum_seazone_dominance = 100
}
water_shallow_sea = {
naval_terrain = yes
color = { 56 118 217 }
movement_cost = 1.0
is_water = yes
sound_type = sea
submarine = {
navy_visibility = 1.0
}
positioning = -0.05
naval_mine_hit_chance = -0.5
minimum_seazone_dominance = 100
}
water_deep_ocean = {
naval_terrain = yes
color = { 2 38 150 }
movement_cost = 1.0
is_water = yes
sound_type = sea
destroyer = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
}
light_cruiser = {
units = {
attack = -0.1
movement = -0.1
defence = -0.1
}
}
submarine = {
navy_visibility = -0.15
units = {
movement = -0.25
}
}
naval_mine_hit_chance = -0.95
minimum_seazone_dominance = 250
}
}
##################################################################
### Graphical terrain
### type = refers to the terrain defined above, "terrain category"'s
### color = index in bitmap color table (see terrain.bmp)
###
terrain = {
terrain_0 = { type = plains color = { 0 } texture = 1 }
terrain_1 = { type = forest color = { 1 } texture = 4 }
desert_mountain = { type = hills color = { 2 } texture = 3 }
desert = { type = desert color = { 3 } texture = 9 }
terrain_4 = { type = forest color = { 4 } texture = 5 }
terrain_5 = { type = plains color = { 5 } texture = 0 }
terrain_6 = { type = mountain color = { 6 } texture = 11 }
terrain_7 = { type = desert color = { 7 } texture = 12 }
desert_hills = { type = desert color = { 8 } texture = 14 }
terrain_9 = { type = marsh color = { 9 } texture = 6 }
terrain_10 = { type = mountain color = { 10 } texture = 13 }
desert = { type = mountain color = { 11 } texture = 11 }
desert = { type = desert color = { 12 } texture = 8 }
forest_13 = { type = urban color = { 13 } texture = 10 spawn_city = yes }
forest_14 = { type = lakes color = { 14 } texture = 255 }
ocean_15 = { type = ocean color = { 15 } texture = 9 }
snow_16 = { type = mountain color = { 16 } texture = 11 perm_snow = yes }
plains_17 = { type = plains color = { 19 } texture = 0 perm_snow = yes }
hills_blend = { type = hills color = { 17 } texture = 2 }
mountain_variation_sand = { type = mountain color = { 18 } texture = 7 }
mountain_variation_grass = { type = mountain color = { 20 } texture = 7 }
jungle_18 = { type = jungle color = { 21 } texture = 4 }
jungle_blend_18 = { type = jungle color = { 22 } texture = 5 }
jungle_blend_18 = { type = mountain color = { 27 } texture = 7 }
desert_mountain_tops = { type = mountain color = { 31 } texture = 15 }
}

View File

@@ -1,6 +1,6 @@
l_simp_chinese:
gengxinshuoming_title2:0"2.22更新内容"
gengxinshuoming_text2:"1.每月挑战更新铁血,依旧非历史,但本次难度较高。\n2.现在可以游玩往期挑战目标同样可以获取成就但玩家与AI双方无法获得当期BUFF。\n3.撒丁AI在非历史会有较大概率选择内战线。\n\n§O已经整合50建筑槽MOD无需再额外启动§!\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_title2:0"2.23更新内容"
gengxinshuoming_text2:"1.地形战场宽度改为原本的三倍山地50→150目的是防止AI过多师不进战导致的带溃。并且回调了原版部分地形自带的部队移速惩罚。\n2.机场每级容量由200提升为1000。\n\n§O已经整合50建筑槽MOD无需再额外启动§!\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◆§!"