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求教如何让新添加的兵种上来就是更高等级的模型

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windu你们好发表于 2022-5-2 17:20:56
我在中国的城堡里添加了一个自己制作的火枪兵单位,这个单位的模型用的是普通火枪兵,时代3可以生产,但是发现生产出来后却还是时代一的模型,求教如何修改直接生产出来就是时代3的模型
こはね发表于 2022-5-4 23:28:04
こはね发表于 2022-5-4 23:32:32
不过我还是写一个简易教程吧,具体原理参考圣典8-0  》 8-3
用AOE3ED提取units\infantry_ranged\musketeer\musketeer.xml
2234262729cc9f3287.png

然后logic type="Tech"那里删掉none,再把age3的升级改成none

7310462729c9a3213c.png

改好的文件(未测试musketeer.xml

把改好的新文件根据你自己的喜好放到帝国3目录/art文件夹里面,例如我放到了art文件夹里面的123文件夹
942562729e080c47d.png

protoy也要将新火枪手的AnimFile改成这个路径
9189262729e9f7a90f.png

<Unit id ='286' name ='Musketeer_age3'>
<DBID>3</DBID>
<DisplayNameID>22805</DisplayNameID>
<EditorNameID>25023</EditorNameID>
<PopulationCount>1</PopulationCount>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>4.0000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>123\musketeer.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon>
<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
<RolloverTextID>22812</RolloverTextID>
<ShortRolloverTextID>25669</ShortRolloverTextID>
<InitialHitpoints>150.0000</InitialHitpoints>
<MaxHitpoints>150.0000</MaxHitpoints>
<LOS>16.0000</LOS>
<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
<UnitAIType>RangedCombative</UnitAIType>
<TrainPoints>30.0000</TrainPoints>
<Bounty>10.0000</Bounty>
<BuildBounty>10.0000</BuildBounty>
<Cost resourcetype ='Food'>75.0000</Cost>
<Cost resourcetype ='Gold'>25.0000</Cost>
<AllowedAge>1</AllowedAge>
<Armor type ='Hand' value ='0.2000'></Armor>
<BuildLimit>10</BuildLimit>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeValidSharpshoot</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>Unit</UnitType>
<UnitType>Military</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>AbstractInfantry</UnitType>
<UnitType>AbstractHeavyInfantry</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>AbstractGunpowderTrooper</UnitType>
<UnitType>Ranged</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractRangedInfantry</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Delete</Command>
<Tactics>musketBayonet.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>20.000000</Damage>
<DamageType>Siege</DamageType>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>DefendHandAttack</Name>
<Damage>13.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>DefendRangedAttack</Name>
<Damage>23.000000</Damage>
<DamageType>Ranged</DamageType>
<MaxRange>12.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>MeleeHandAttack</Name>
<Damage>13.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>StaggerHandAttack</Name>
<Damage>13.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>StaggerRangedAttack</Name>
<Damage>23.000000</Damage>
<DamageType>Ranged</DamageType>
<MaxRange>12.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>VolleyHandAttack</Name>
<Damage>13.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>VolleyRangedAttack</Name>
<Damage>23.000000</Damage>
<DamageType>Ranged</DamageType>
<MaxRange>12.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
</Unit>

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