历史模组制作:修订间差异

本页面所适用的版本可能已经过时,最后更新于2.7
(11:25, 5 November 2017‎ Meneth)
(历史模组制作翻译)
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{{version|2.7}}
{{version|2.7}}
'''History modding''' is the setup of the historical (or canon) data that allows the history to be scrollable in the game lobby, and by extension the research necessary to gather that data.
''' 历史模组制作''' 是对[[开局时间|历史数据]]的设置,和收集数据所需的考证。


For the most part the data is only used ''before'' starting a new game: as soon as a game starts it will slowly diverge from history depending on player and random A.I actions, even if some historical events can be triggered or influenced via [[scripting]] (culture melting pots, appearance of historical characters, ...). The alternative history is persisted in the [[save game]], and as of [[patch 2.5]] the vanilla history is even no longer processed when loading from a save, to speed up the process.
在大多数情况下,历史数据仅在开始新游戏之前使用:一旦游戏开始,玩家的操作和AI随机的操作慢慢改变历史,即使某些历史事件可以通过[[ 脚本]] 触发或影响(文化大熔炉,历史人物的出现等)。替代历史记录在[[ 编辑游戏存档|保存游戏]] 中保留,从[[Patch 2.5|补丁2.5]] 开始,从保存加载时甚至不再处理原始历史记录,以加快该过程。


History modding requires:
历史模组制作需要:
*[[Dynasty modding]] to list historical dynasties
*[[ 家族模组制作]] 以列出历史家族
*[[Character modding|Character history]] to define character statistics (and dynasty, if noble), as well as important life events (birth, marriage, death,...).
*[[ 角色模组制作]] 用于定义角色统计数据(和家族,如果是贵族的话),以及重要的生活事件(出生,婚姻,死亡,... )。
*[[Title modding]] to:
*[[ 头衔模组制作]]
** Define a base [[de jure]] hierarchy of landed titles. Note that this hierarchy may change via title history (this is called "dynamic de jure").
** 定义基础的头衔[[ 法理]] 。请注意,此层次结构可能会通过头衔历史记录进行更改(这称为“动态法理”)。
** Associate those titles to rulers (coronation dates), as well as activating or deactivating titles at certain dates. Active titles without history get a randomly generated ruler assigned at start-up.
** Associate those titles to rulers (coronation dates), as well as activating or deactivating titles at certain dates. Active titles without history get a randomly generated ruler assigned at start-up.
*[[Province modding|Province history]] to define the evolution of provinces (culture and religion), and the date of foundation of its holdings.
*[[ 省份模组制作| 省份历史]] 定义了省份的演变(文化和宗教),以及其地产的创建日期。
*[[Technology modding|Technology history]] to configure the initial technology of provinces, depending on the start date.
*[[Technology modding| 科技历史]] 定义了省份的技术历史,取决于开始日期。
*[[War modding|War history]] to reference historical wars and warscore evolution, so that a war may already be on-going when starting at a given date.
*[[ 宣战理由模组制作| 战争史]] 参考历史战争和战争分数演变,因此战争在给定日期开始时可能已经在进行。
*[[Bookmark modding]] to highlight some key start dates (because they are more challenging, balanced, have special scripted events, etc.).
*[[ 剧本模组制作]] 以突出显示一些关键的开始日期(因为它们更具挑战性,平衡,具有特殊的脚本事件等)。


In addition, [[coats of arms modding]] is involved to associate shields to dynasties and flags to titles.
In addition, [[coats of arms modding]] is involved to associate shields to dynasties and flags to titles.

2022年5月4日 (三) 12:22的版本

历史模组制作是对历史数据的设置,和收集数据所需的考证。

在大多数情况下,历史数据仅在开始新游戏之前使用:一旦游戏开始,玩家的操作和AI随机的操作慢慢改变历史,即使某些历史事件可以通过脚本触发或影响(文化大熔炉,历史人物的出现等)。替代历史记录在保存游戏中保留,从补丁2.5开始,从保存加载时甚至不再处理原始历史记录,以加快该过程。

历史模组制作需要:

  • 家族模组制作以列出历史家族
  • 角色模组制作用于定义角色统计数据(和家族,如果是贵族的话),以及重要的生活事件(出生,婚姻,死亡,...)。
  • 头衔模组制作
    • 定义基础的头衔法理。请注意,此层次结构可能会通过头衔历史记录进行更改(这称为“动态法理”)。
    • Associate those titles to rulers (coronation dates), as well as activating or deactivating titles at certain dates. Active titles without history get a randomly generated ruler assigned at start-up.
  • 省份历史定义了省份的演变(文化和宗教),以及其地产的创建日期。
  • 科技历史定义了省份的技术历史,取决于开始日期。
  • 战争史参考历史战争和战争分数演变,因此战争在给定日期开始时可能已经在进行。
  • 剧本模组制作以突出显示一些关键的开始日期(因为它们更具挑战性,平衡,具有特殊的脚本事件等)。

In addition, coats of arms modding is involved to associate shields to dynasties and flags to titles.