diff --git a/src/common/decisions/tianjiang_aizuobi_decisions.txt b/src/common/decisions/tianjiang_aizuobi_decisions.txt index e92241d..3fb831a 100755 --- a/src/common/decisions/tianjiang_aizuobi_decisions.txt +++ b/src/common/decisions/tianjiang_aizuobi_decisions.txt @@ -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 diff --git a/src/common/defines/az_defines.lua b/src/common/defines/az_defines.lua index ae398e4..5a959c5 100755 --- a/src/common/defines/az_defines.lua +++ b/src/common/defines/az_defines.lua @@ -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 diff --git a/src/common/terrain/00_terrain.txt b/src/common/terrain/00_terrain.txt new file mode 100755 index 0000000..f041f95 --- /dev/null +++ b/src/common/terrain/00_terrain.txt @@ -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 } + +} diff --git a/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml b/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml index 849002b..8653300 100755 --- a/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml @@ -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◆§!"