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Вопросы по моддингу Victoria 2

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Первый вопрос:

Читаем в defines.lua

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Я так понимаю если я изменю 1935 на 2035 например, игра не вылетит после 1935 года? Плюс еще вопрос - применится ли данное изменение к текущей партии?

Изменено пользователем inferno-chan
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Закреплённые сообщения
Myxach

MOL = { history\units и там смотри oob оказывается они отвечают ещё за сферу

выше army

MOL = {

value = 125

level = 5

influence_value = 25

}

разбираем

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MOL это тег страны

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\

125 мнения

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5 это уровень отношения,3 это кардинал, 4 это друг, 5 это сфера

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Изменено пользователем Myxach
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...Нажмите здесь!
 
MOL = { history\units и там смотри oob оказывается они отвечают ещё за сферу

выше army

MOL = {

value = 125

level = 5

influence_value = 25

}

разбираем

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

MOL это тег страны

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

\

125 мнения

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

5 это уровень отношения,3 это кардинал, 4 это друг, 5 это сфера

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[Cкрыть]

Ух ты. Спасибо. Даже подумать не мог что в oob хранится, все рылся в дипломатии и файлах стран.

Спасибо, еще раз.

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Realboy77
А как же тогда я другое скачивал? Я модерн эйдж для своего ФМ оттуда брал... и не было у меня аккаунта тогда вовсе..

Очевидно же, он был выложен не на пароксоплазу, а на файлообменник.

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Вольт

Вообщем у меня давнишняя проблема. Дело в том что в окне морских технологий за место четырёх столбцов технологий морских техов, стоят технологии из других отраслей.

Группа военных технологийНажмите здесь!
 3c3459fa060507ca6825d003056e9c1f.png[Cкрыть]

Группа коммерции Нажмите здесь!
 d343ed9582fa477b8a4cb4dc00b268ee.png[Cкрыть]

Группа морских технологийНажмите здесь!
 

Или так

c82714a42138f6e69b8050a180eed9a5.png

Или так

8651405e706566e2af51bebdbb83faed.png

[Cкрыть]

Красным отмечены технологии не из группы морских.

Вот файл морских технологийНажмите здесь!
 

#naval_bases_tech

#naval_doctrine

naval_base_1 = {

#post_nelsonian_thought = {

area = naval_bases_tech

year = 1881

cost = 3600

unciv_military = yes

activate_building = naval_base

colonial_points = 100

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.5

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.5

total_num_of_ports = 9

is_greater_power = yes

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.25

total_num_of_ports = 12

rank = 16

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.2

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.2

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.2

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.2

total_num_of_ports = 40

}

}

}

naval_base_2 = {

#battleship_column_doctrine = {

area = naval_bases_tech

year = 1881

cost = 7200

unciv_military = yes

max_naval_base = 1

#colonial_points = 200 #no free lunch!

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.5

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.5

total_num_of_ports = 9

is_greater_power = yes

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.25

total_num_of_ports = 12

rank = 16

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.2

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.2

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.2

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.2

total_num_of_ports = 40

}

}

}

naval_base_3 = {

#raider_group_doctrine = {

area = naval_bases_tech

year = 1900

cost = 10800

unciv_military = yes

max_naval_base = 1

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.5

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.5

total_num_of_ports = 9

is_greater_power = yes

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.25

total_num_of_ports = 12

rank = 16

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.2

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.2

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.2

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.2

total_num_of_ports = 40

}

}

}

naval_base_4 = {

#blue_and_brown_water_schools = {

area = naval_bases_tech

year = 1920

cost = 14400

unciv_military = yes

max_naval_base = 1

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.5

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.5

total_num_of_ports = 9

is_greater_power = yes

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.25

total_num_of_ports = 12

rank = 16

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.2

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.2

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.2

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.2

total_num_of_ports = 40

}

}

}

naval_base_5 = {

#high_sea_battle_fleet = {

area = naval_bases_tech

year = 1930

cost = 18000

unciv_military = yes

max_naval_base = 1

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.5

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.5

total_num_of_ports = 9

is_greater_power = yes

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.25

total_num_of_ports = 12

rank = 16

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.2

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.2

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.2

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.2

total_num_of_ports = 40

}

}

}

naval_base_6 = {

#modern_naval_doctrine = {

area = naval_bases_tech

year = 1950

cost = 21600

unciv_military = yes

max_naval_base = 1

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.5

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.25

total_num_of_ports = 9

is_greater_power = yes

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.1

total_num_of_ports = 12

rank = 16

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.1

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.1

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.1

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.1

total_num_of_ports = 40

}

}

}

#ship_construction

ship_designs_1 = {

#clipper_design = {

area = ship_construction

year = 1881

cost = 3600

unciv_military = yes

activate_building = clipper_shipyard

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.9

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# Valuable for major producers of fish (+50% output invention)

modifier = {

factor = 1.03

big_producer = fish

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.5

total_num_of_ports = 9

is_greater_power = yes

submarine_base = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.25

total_num_of_ports = 12

rank = 16

submarine_base = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.2

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.2

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.2

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.2

total_num_of_ports = 40

}

}

}

ship_designs_2 = {

#steamers = {

area = ship_construction

year = 1881

cost = 7200

unciv_military = yes

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.9

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# Valuable for major producers of fish (+50% output invention)

modifier = {

factor = 1.03

big_producer = fish

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.5

total_num_of_ports = 9

is_greater_power = yes

anti_ship_missiles = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.25

total_num_of_ports = 12

rank = 16

anti_ship_missiles = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.2

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.2

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.2

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.2

total_num_of_ports = 40

}

}

}

ship_designs_3 = {

#iron_steamers = {

area = ship_construction

year = 1900

cost = 10800

unciv_military = yes

navy_base = { maximum_speed = 2 }

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.9

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.5

total_num_of_ports = 9

is_greater_power = yes

overseas_naval_base = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.25

total_num_of_ports = 12

rank = 16

overseas_naval_base = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.2

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.2

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.2

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.2

total_num_of_ports = 40

}

}

}

ship_designs_4 = {

#steel_steamers = {

area = ship_construction

year = 1919

cost = 14400

unciv_military = yes

navy_base = { maximum_speed = 2 }

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.9

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.5

total_num_of_ports = 9

is_greater_power = yes

naval_warfare_center = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.25

total_num_of_ports = 12

rank = 16

naval_warfare_center = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.2

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.2

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.2

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.2

total_num_of_ports = 40

}

}

}

ship_designs_5 = {

#steam_turbine_ships = {

area = ship_construction

year = 1930

cost = 18000

unciv_military = yes

navy_base = { maximum_speed = 2 }

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.9

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.5

total_num_of_ports = 9

is_greater_power = yes

anti_ship_ballistic_missile = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.25

total_num_of_ports = 12

rank = 16

anti_ship_ballistic_missile = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.15

total_amount_of_ships = 20

}

modifier = {

factor = 1.15

total_amount_of_ships = 40

}

modifier = {

factor = 1.15

total_amount_of_ships = 60

}

modifier = {

factor = 1.15

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.2

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.2

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.2

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.2

total_num_of_ports = 40

}

}

}

ship_designs_6 = {

#oil_driven_ships = {

area = ship_construction

year = 1950

cost = 21600

unciv_military = yes

navy_base = { maximum_speed = 2 }

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.9

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.05

tech_school = naval_tech_school

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.25

total_num_of_ports = 9

is_greater_power = yes

mobile_offshore_base = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.1

total_num_of_ports = 12

rank = 16

mobile_offshore_base = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.05

total_amount_of_ships = 20

}

modifier = {

factor = 1.05

total_amount_of_ships = 40

}

modifier = {

factor = 1.05

total_amount_of_ships = 60

}

modifier = {

factor = 1.05

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.1

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.1

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.1

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.1

total_num_of_ports = 40

}

}

}

#carrier_construction

#naval_engineering

сonstruction_ships_1 = {

#naval_design_bureaus = {

area = carrier_construction

year = 1881

cost = 3600

navy_base = { build_time = -10 }

unciv_military = yes

activate_building = steamer_shipyard

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# We're late with this!

modifier = {

factor = 1.25

year = 2000

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

сonstruction_ships_2 = {

#fire_control_systems = {

area = carrier_construction

year = 1881

cost = 7200

unciv_military = yes

navy_base = { build_time = -10 }

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# We're late with this!

modifier = {

factor = 1.25

year = 2010

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

сonstruction_ships_3 = {

#weapon_platforms = {

area = carrier_construction

year = 1900

cost = 10800

unciv_military = yes

navy_base = { build_time = -10 }

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# We're late with this!

modifier = {

factor = 1.25

year = 2020

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

сonstruction_ships_4 = {

#main_armament = {

area = carrier_construction

year = 1919

cost = 14400

unciv_military = yes

navy_base = { build_time = -10 }

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# We're late with this!

modifier = {

factor = 1.25

year = 2030

}

# Our cruisers need torpedoes!

modifier = {

factor = 1.25

invention = protected_cruisers

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

сonstruction_ships_5 = {

#advanced_naval_design = {

area = carrier_construction

year = 1930

cost = 18000

unciv_military = yes

navy_base = { build_time = -10 }

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# Our Dreadnoughts need better guns

modifier = {

factor = 1.5

invention = dreadnoughts

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

сonstruction_ships_6 = {

#modern_naval_design = {

area = carrier_construction

year = 1950

cost = 21600

unciv_military = yes

navy_base = { build_time = -10 }

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

#ship_systems

#naval_science

ship_systems_1 = {

#alphabetic_flag_signaling = {

area = ship_systems

year = 1881

cost = 3600

unciv_military = yes

supply_range = 0.10

ai_chance = {

factor = 1.01

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

modifier = {

factor = 0

NOT = { total_amount_of_ships = 1 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

}

modifier = {

factor = 1.02

total_amount_of_ships = 30

}

modifier = {

factor = 1.05

war = yes

}

modifier = {

factor = 0.5

NOT = { rank = 18 }

}

modifier = {

factor = 1.02

tech_school = naval_tech_school

}

modifier = {

factor = 1.05

rank = 16

}

}

}

ship_systems_2 = {

#naval_plans = {

area = ship_systems

year = 1881

cost = 7200

unciv_military = yes

supply_range = 0.10

ai_chance = {

factor = 1.01

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

modifier = {

factor = 0.5

NOT = { rank = 18 }

}

modifier = {

factor = 0

NOT = { total_amount_of_ships = 1 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

}

modifier = {

factor = 1.02

total_amount_of_ships = 30

}

modifier = {

factor = 1.05

war = yes

}

modifier = {

factor = 1.02

tech_school = naval_tech_school

}

modifier = {

factor = 1.05

rank = 16

}

}

}

ship_systems_3 = {

#naval_statistics = {

area = ship_systems

year = 1900

cost = 11800

unciv_military = yes

supply_range = 0.10

ai_chance = {

factor = 1.01

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

modifier = {

factor = 0.5

NOT = { rank = 18 }

}

modifier = {

factor = 0

NOT = { total_amount_of_ships = 1 }

}

modifier = {

factor = 1.02

tech_school = naval_tech_school

}

modifier = {

factor = 1.05

total_num_of_ports = 30

}

modifier = {

factor = 1.02

total_amount_of_ships = 30

}

modifier = {

factor = 1.05

war = yes

}

modifier = {

factor = 1.05

rank = 16

}

}

}

ship_systems_4 = {

#naval_logistics = {

area = ship_systems

year = 1919

cost = 14400

unciv_military = yes

supply_range = 0.10

ai_chance = {

factor = 1.01

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

modifier = {

factor = 0.5

NOT = { rank = 18 }

}

modifier = {

factor = 0

NOT = { total_amount_of_ships = 1 }

}

modifier = {

factor = 1.02

total_num_of_ports = 30

}

modifier = {

factor = 1.02

total_amount_of_ships = 30

}

modifier = {

factor = 1.05

war = yes

}

modifier = {

factor = 1.02

tech_school = naval_tech_school

}

modifier = {

factor = 1.05

rank = 16

}

}

}

ship_systems_5 = {

#naval_directionism = {

area = ship_systems

year = 1930

cost = 18000

unciv_military = yes

supply_range = 0.10

ai_chance = {

factor = 1.01

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

modifier = {

factor = 0.5

NOT = { rank = 18 }

}

modifier = {

factor = 0

NOT = { total_amount_of_ships = 1 }

}

modifier = {

factor = 1.02

total_num_of_ports = 30

}

modifier = {

factor = 1.02

total_amount_of_ships = 30

}

modifier = {

factor = 1.05

war = yes

}

modifier = {

factor = 1.02

tech_school = naval_tech_school

}

modifier = {

factor = 1.05

rank = 16

}

}

}

ship_systems_6 = {

#naval_integration = {

area = ship_systems

year = 1950

cost = 21600

unciv_military = yes

supply_range = 0.10

ai_chance = {

factor = 1.01

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

modifier = {

factor = 0.5

NOT = { rank = 18 }

}

modifier = {

factor = 1.02

total_num_of_ports = 30

}

modifier = {

factor = 1.02

total_amount_of_ships = 30

}

modifier = {

factor = 1.05

war = yes

}

modifier = {

factor = 1.02

tech_school = naval_tech_school

}

modifier = {

factor = 0

NOT = { total_amount_of_ships = 1 }

}

modifier = {

factor = 1.05

rank = 16

}

modifier = {

factor = 1.02

total_amount_of_ships = 15

}

modifier = {

factor = 1.02

total_amount_of_ships = 50

}

}

}

#Naval Doctrine

#naval_leadership

naval_doctrine_1 = {

#the_command_principle = {

area = naval_doctrine

year = 1881

cost = 3600

unciv_military = yes

navy_base = {

default_organisation = 10

}

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

naval_doctrine_2 = {

#naval_professionalism = {

area = naval_doctrine

year = 1881

cost = 7200

unciv_military = yes

navy_base = {

default_organisation = 5

}

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

naval_doctrine_3 = {

#naval_decision_making = {

area = naval_doctrine

year = 1900

cost = 10800

unciv_military = yes

navy_base = {

default_organisation = 5

}

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

naval_doctrine_4 = {

#naval_risk_management = {

area = naval_doctrine

year = 1919

cost = 14400

unciv_military = yes

navy_base = {

default_organisation = 5

}

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

naval_doctrine_5 = {

#naval_nco_training = {

area = naval_doctrine

year = 1930

cost = 18000

unciv_military = yes

navy_base = {

default_organisation = 5

}

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

naval_doctrine_6 = {

#modern_naval_training = {

area = naval_doctrine

year = 1950

cost = 21600

unciv_military = yes

navy_base = {

default_organisation = 5

}

ai_chance = {

factor = 1

# Land-locked countries don't research this

modifier = {

factor = 0

NOT = { total_num_of_ports = 1 }

}

# Low LIT countries should pay less attention here (0.2 = Craftsmen ceiling)

modifier = {

factor = 0.8

NOT = { literacy = 0.2 }

}

# Valuable to naval tech school countries (UK)

modifier = {

factor = 1.15

tech_school = naval_tech_school

}

# More popular when at war

modifier = {

factor = 1.05

war = yes

}

# GPs with 9 or more coastal provinces (Prussia+)

modifier = {

factor = 1.05

total_num_of_ports = 9

is_greater_power = yes

destroyers = 1

}

# GPs and SPs with more than 12 ports

modifier = {

factor = 1.05

total_num_of_ports = 12

rank = 16

destroyers = 1

}

# Bigger navy, more weight

modifier = {

factor = 1.1

total_amount_of_ships = 20

}

modifier = {

factor = 1.1

total_amount_of_ships = 40

}

modifier = {

factor = 1.1

total_amount_of_ships = 60

}

modifier = {

factor = 1.1

total_amount_of_ships = 80

}

# Big country with more than 1/4 coastal provinces

modifier = {

factor = 1.05

total_num_of_ports = 10

not = { num_of_cities = 40 }

}

modifier = {

factor = 1.05

total_num_of_ports = 20

not = { num_of_cities = 80 }

}

modifier = {

factor = 1.05

total_num_of_ports = 30

not = { num_of_cities = 120 }

}

modifier = {

factor = 1.05

total_num_of_ports = 40

}

}

}

[Cкрыть]
Изменено пользователем Вольт
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Помогите при создание когда мы создали сценарий в игре мы не можем выбрать страну в нашем сценарий и пишет откат к стандартным данным

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avialaynen
Снова возвращаюсь к старой теме.

Как сделать, чтобы переселение шло в один конкретный регион?

Так как помогать некому, то снова в итоге сделал сам.

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Локализация:

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Депортирует унтерменшей в Годхоб, если регион "Исландия и Гренландия" принадлежит Польше. Заодно переносит туда же все флажки унтерменшей.

Минусы:

1. Не знаю, как сделать проверку наличия унтерменшей не во всей стране, а только в некоторых регионах. Надо корректно скрывать кнопку и снова её показать, если захватили новый регион с новыми унтерменшами.

2. Депортирует только в одну провинцию из пяти - в итоге там разом оказывается миллион человек, а все остальные остаются пустыми с парой сотен эскимосов.

Изменено пользователем avialaynen
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Скажите пожалуйста как мне создать решение, в результате которого изменится название страны??? Большое всем Спасибо! Помогите пожалуйста)))

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kalistor

А можно сделать так, чтобы ненужные ссылались в колонии?

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kalistor

Я только знаю, что название страны может поменяться после смены режима

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kalistor

Почистите кэш

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Геродор

Ну можно конечно такой ивент сделать, но зачем мучиться если можно зайти в папку локализации и переименовать его как тебе захочется)))

Изменено пользователем Геродор
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Здравствуйте, я знаю, что пишу не в тему, но я хотел бы узнать можно сделать так, что бы самолёты в Виктории 2 были такими же отдельными юнитами, как пехота или корабли? Я имею ввиду, что бы они могли перевозить войска на себе, имели большую скорость, могли передвигаться и по земле, и летать над водой? Заранее спасибо)

Нет, нельзя, ведь в движке виктории нету такого типа юнитов, как самолёт

Но если удачно скопировать из HOI, то может получиться

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Здравствуйте, я делаю мод про то, как может пойти альт хистори( именно в период 1836-1945) и мне нужна помощь с ним

В общем суть проблемы в том, что я не разбираюсь в полит. решениями и мне нужна помощь

Приступим к делу. Создал я Бранденбург все для него добавил, но одно но, хочу сделать полит решение для пруссии, которое дает прибалтику но освобождаеться Бранденбург

Если можете пожалуйста помогите нубу с модом ;)

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Химик

думаю могу помочь скайп: vadim18091999

Изменено пользователем Химик
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Только без звонка, у меня нету микро

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.Создать две-три(Валлония,Фландрия и Брюссель) страны

Страны уже готовы?

Если да, то в histiry/units добавьте Тег страны, а потом .oob, а дальше можете посмотреть, как в других ообах

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Millenarian Emperor
Страны уже готовы?

Если да, то в histiry/units добавьте Тег страны, а потом .oob, а дальше можете посмотреть, как в других ообах

Ты бы посмотрел сначала когда он создал эту тему.

Он им уже скорее всего не занимается.

Некропостинг зло.

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Lichtenfield

Создаю мод, пока он - это только пара решений, стран, наций и ивентов, направленных на большую правдоподобность игры.

Так вот у меня такой вопрос: как можно усилить Россию так, чтобы она находилась хотя бы на 3-4 месте, а к концу игры выходила на 2, а то и на 1 даже при управлении ИИшником?

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Red rain
Создаю мод, пока он - это только пара решений, стран, наций и ивентов, направленных на большую правдоподобность игры.

Так вот у меня такой вопрос: как можно усилить Россию так, чтобы она находилась хотя бы на 3-4 месте, а к концу игры выходила на 2, а то и на 1 даже при управлении ИИшником?

То есть выход России на первые места, это по твоему правдоподобность?

Не помню какая Россиия в ваниле, но в ПДМ её жестко ослабили, и из за этого она всем сливалась. Меня это выбесило и я ей поткрутил грамотность до 15% и плюрализм до 50 и её вроде отпустило. А то играя какой-нибудь Аргентиной смотришь на Европу, а Россия даже не ВД и без Польши. :angry:

Изменено пользователем tyz
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Aurelius36

Вот смотри. Если у тебя одна культура - европейцы. Зачем тогда применил union? Ведь эта строка объединяет несколько культур в одну группу, верно же? Как может быть группа с одной культурой?

Aurelius36

Привет  Попробуй убрать строки  В файле Victoria 2 Heart of Darkness\mod\chronology\common\cb_types.txt Там в нескольких кб будет такая. Должно получиться, наверное 

makiavelli747

Если правильно помню, это приоритет на строительство, но не в смысле разных типов подразделений, а в смысле замены старых моделей на новые. То есть чтобы ИИ не строил больше фрегатов.

Aurelius36

Не, это про вассалов 

Aurelius36

common/pop_types.txt general assimilation mtth, same for all pops assimilation_chance

Aurelius36

Тогда сразу в игре, у Вас интегрирован мод. Можно убедится проверив папку локализация. Если в ней есть файл \ChronologyMod.csv то сразу в корневой папке common меняйте

Херсонський Кавун

Сделал я решение для игры называется...   Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.   Вот сижу и недоумеваю..что за фигня и как оно получилось...Я полностью сломал игру...

Aurelius36

Пробуй, может и получится.. Самое интересное что игра в теории видит тип населения. Например в lua есть такой пункт "насколько снижена размножаемость рабов"  Значит всё-таки возможно изм

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