王国风云2
ParaWikis
最新百科
都市天际线2百科
英雄无敌3百科
维多利亚3百科
奇妙探险队2百科
罪恶帝国百科
英白拉多:罗马百科
热门百科
群星百科
欧陆风云4百科
十字军之王2百科
十字军之王3百科
钢铁雄心4百科
维多利亚2百科
ParaWikis
申请建站
ParaWikis
ParaCommons
最近更改
随机页面
加入QQ群
工具
链入页面
相关更改
特殊页面
页面信息
页面值
帮助
译名手册
字词转换
编辑指南
编辑规范
练手沙盒
资助我们
ParaTranz
资助我们
×
欢迎访问王国风云2百科!
注册一个账号
,一起参与编写吧!这里是
当前的工程
。
全站已采用新UI,任何使用上的问题请点击
这里
。欢迎所有对百科感兴趣的同学加入QQ群:
497888338
。
阅读
查看源代码
查看历史
讨论
查看“游戏存档兼容性”的源代码
←
游戏存档兼容性
因为以下原因,您没有权限编辑本页:
您请求的操作仅限属于该用户组的用户执行:
用户
您可以查看和复制此页面的源代码。
{{version|2.7}}'''Save game compatibility''' is the ability to load a save file created with version N of vanilla and a mod with the version N+1 of vanilla or that mod, and continue playing without issues. ==Keeping save compatibility== Generally entities cannot be removed or renamed (except if doing some save conversion): * Removing a culture would result in characters with that culture in the save file getting noculture culture upon loading the save. In addition you need to be careful about: * Adding any traits, since they are not stored by their name in the saves, but the numeric index in which they were loaded at the time. So if a trait is added in vanilla at the last index, it will show up for characters that had the trait with first index in the mod - and all traits will be wrong by 1 index. * Adding a new title set to be inactive at game start through a history file (<code>active = no</code>), as it will remain active when loading from a save file. * Changing the potentials of buildings: building from the save will still be present in the holding when potential doesn't match, but would not appear on the building list. * Adding new laws: the "default" law will not get determined when loading from a save, so player may not be able to select any law in that group depending on how the conditions are written. When new counties are added on the map, and loading a save with missing title holder, a random nearby ruler should get the title. However vanilla map extensions have been known to break save compatibility in the past. ==Automatic save conversion== As of [[patch 2.7.1]], a new folder ''common/save_conversion/'' allows to apply automatic migration of some entity names when loading a save. The syntax is: <pre> <entity_type> = { <old_name> = <new_name> } </pre> The supported entities are: * Religions: <pre> religions = { bektashi = hurufi } </pre> * Societies: <pre> societies = { secret_religious_society_buddhism = secret_religious_society_buddhist secret_religious_society_hinduism = secret_religious_society_hindu } </pre> ==Manual save conversion== For some changes, it is possible to create an <code>on_startup</code> event that does some conversion via scripting: * changing a modifier or flag into another one, or removing them. * removing traits, ... Compared to the automatic save conversion, it requires old entity definitions to still be present in the mod (even if not used in the new version), in order to be usable via scripting. [[Category:模组制作]] {{ModdingNavbox}}
本页使用的模板:
Template:Clear
(
查看源代码
)
Template:ModdingNavbox
(
查看源代码
)
Template:Navbox
(
查看源代码
)
Template:Navboxgroup
(
查看源代码
)
Template:Version
(
查看源代码
)
返回
游戏存档兼容性
。
×
登录
密码
记住登录
加入王国风云2百科
忘记密码?
其他方式登录