村民自动采集


找到资源单位后,添加
		<UnitType>AbstractResourceCrate</UnitType>
村民就会自动采集带有这个标签的单位。注:AbstractResourceCrate作用是吸引带有AbstractVillager的单位,让其自动采集资源,一般用于资源箱。


这个教程就这样,没有其他要修改的了。
protoy.xml - 记事本
	<Unit id ='421' name ='Deer'>
		<DBID>299</DBID>
		<DisplayNameID>26178</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\deer\deer.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\deer\deer_icon_64x64</Icon>
		<PortraitIcon>units\animals\deer\deer_portrait</PortraitIcon>
		<RolloverTextID>26177</RolloverTextID>
		<ShortRolloverTextID>26176</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>CivSpecificText</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>

protoy.xml - 记事本
	<Unit id ='447' name ='TreeYukon'>
		<DBID>365</DBID>
		<DisplayNameID>27900</DisplayNameID>
		<EditorNameID>27901</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_yukon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>27899</RolloverTextID>
		<ShortRolloverTextID>27898</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>

protoy.xml - 记事本
	<Unit id ='645' name ='MineGold'>
		<DBID>955</DBID>
		<DisplayNameID>36007</DisplayNameID>
		<EditorNameID>36008</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\gold_mine\gold_mine.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>36006</RolloverTextID>
		<ShortRolloverTextID>36005</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype ='Gold'>5000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='0.8900' blue ='0.2500' green ='0.7000'></MinimapColor>
		<GathererLimit>20</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>





PS:


采集优先级顺序不同的国家可能不一样,例如土耳其优先采集木材,然后是食物,再到黄金。
除非村民视野内只有一种资源,否则会按照优先级自动采集资源。畜牧单位的食物满了后才会被村民自动采集。
另外,不要给磨坊、种植园、稻田等建筑添加<UnitType>AbstractResourceCrate</UnitType>,否则会导致这些建筑无法显示按钮,也就无法升级,(德国的磨坊就算打了卡片也不能训练拓荒者马车)。
鱼群与鲸鱼也不要添加,村民不能捕鱼,你添加了的话,村民会被吸引去采集,然后就在海边看风景。