Basic troops
The stats of basic troops are found in defines.lua as LIGHT_INFANTRY_PHASE_SKIRMISH_ATTACK, etc.
For the 3D models used on the map, there's a convention on the name of EMFXActorType or pdxmesh gfx entries, based on the culturegfx of the units:
- culturegfx_<unit_type>
- culturegfx_<unit_type>_rider (for mounted units)
- culturegfx_<unit_type>_weapon
- culturegfx_<unit_type>_helmet
- culturegfx_<unit_type>_shield
culturegfx is the first matching unit_graphical_cultures of the culture (if any), otherwise the graphical_cultures, defaulting to westerngfx.
See interface/avatars.gfx for the base game units assets.
Special troops
To add a special troops the steps are to:
- Add a unit in
common\special_troops:
my_special_unit = {
morale = 4
maintenance = 3
phase_skirmish_attack = 0.5
phase_melee_attack = 5
phase_pursue_attack = 8
phase_skirmish_defense = 4
phase_melee_defense = 4
phase_pursue_defense = 3
base_type = heavy_infantry
}
- Add the unit sprite into
gfx\interface\unitpanel_specialunits_bigstrip.ddsandgfx\interface\unitpanel_specialunits_smallstrip.dds
The noOfFrames in interface\unitpanel.gfx needs to be increased
spriteType = {
name = "GFX_unitpanel_specialtroops_smallstrip"
texturefile = "gfx\\interface\\unitpanel_specialunits_smallstrip.dds"
noOfFrames = 6
}
spriteType = {
name = "GFX_unitpanel_specialtroops_bigstrip"
texturefile = "gfx\\interface\\unitpanel_specialunits_bigstrip.dds"
noOfFrames = 6
}
- Add a modifier definition in
common\modifier_definitions
my_special_unit = {
show_as_percent = no
is_good = yes
is_monthly = no
is_hidden = no
max_decimals = 0
}
my_special_unit_offensive = {
show_as_percent = yes
is_good = yes
is_monthly = no
is_hidden = no
max_decimals = 2
}
my_special_unit_defensive = {
show_as_percent = yes
is_good = yes
is_monthly = no
is_hidden = no
max_decimals = 2
}
my_special_unit_morale = {
show_as_percent = yes
is_good = yes
is_monthly = no
is_hidden = no
max_decimals = 2
}
- Add the localization:
my_special_unit;Special unit;;;;;;;;;;;;;x my_special_unit_offensive;Special unit Offensive;;;;;;;;;;;;;x my_special_unit_defensive;Special unit Defensive;;;;;;;;;;;;;x my_special_unit_morale;Special unit Morale;;;;;;;;;;;;;x my_special_unit_modifier;Combat Modifier boost to Special unit Troops: $PERC$;;;;;;;;;;;;;x
- Add the new unit in
common\technologyin this case, typically associated to technology of its base_type (here TECH_HEAVY_INFANTRY):
TECH_HEAVY_INFANTRY = {
modifier = {
(...)
my_special_unit_OFFENSIVE = 0.6
my_special_unit_DEFENSIVE = 0.6
}
}
Tactics
Tactics are defined in the /common/combat_tactics/ folder. The format is:
<tactic_name> = {
days = 1
sprite = 1
group = <tactic_group_name>
trigger = {
phase = <tactic_phase>
}
mean_time_to_happen = {
days = 3
}
}
- "days" refers to the amounts of days a tactic will last. If it is set as "1" the tactic will last for one day, if it is set as "2" it will last for two days etc.
- "sprite" defines the sprite the tactic will have. The number corresponds with the index of a tactics icon, which are defined inside
Crusader Kings II\gfx\interface\combat_tactic_strip.dds. InsideCrusader Kings II\interface\combat.gfxthe properties spritetypes are defined. - "group" is the tactic group that the tactic belongs to. In vanilla, the groups skirmish, harass, swarm, volley, defensive, swarm, charge, stand_fast and advance are used.
To illustrate, here is an example of a tactic from the the file 00_combat_tactics.txt in vanilla:
stand_fast_tactic = {
days = 18
sprite = 3
group = stand_fast
trigger = {
phase = melee
pikemen = 0.01
location = {
terrain = forest
}
}
mean_time_to_happen = {
days = 3
modifier = {
factor = 1.5
flank_has_leader = yes
leader = {
martial = 8
}
heavy_troops = {
who = pikemen
value = 0.7
}
}
modifier = {
factor = 1.5
flank_has_leader = yes
leader = {
martial = 12
}
heavy_troops = {
who = pikemen
value = 0.6
}
}
modifier = {
factor = 1.5
flank_has_leader = yes
leader = {
martial = 16
}
heavy_troops = {
who = pikemen
value = 0.5
}
}
}
knights_offensive = -1.5
heavy_infantry_offensive = -1.5
pikemen_offensive = 3
enemy = {
group = charge
factor = 3
}
}
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