索尼承諾將“增加PS5主機(jī)供應(yīng)”
2023-01-31
更新時(shí)間:2022-03-28 19:41:23作者:佚名
文明6作為一款策略戰(zhàn)棋類游戲,有些玩家對(duì)于游戲中的戰(zhàn)斗場景不是特別滿意,認(rèn)為這樣的方格單位之間打斗看起來格局太小了。所以今天小編就為大家?guī)砹送婕?ldquo;scs2023”分享的戰(zhàn)斗單位模型陣型修改教程,想要讓文明6玩出全面戰(zhàn)爭感覺的玩家還不點(diǎn)擊進(jìn)來看看是怎么做到的。
戰(zhàn)斗單位模型陣型修改教程
游戲目錄\Sid Meiers Civilization VI\Base\ArtDefs\Units.artdef
搜往上,單位模型修改,段落最開始是陣型,戰(zhàn)斗時(shí)的陣型等,中間模型,數(shù)量大小等。
搜往下,是陣型,段落開始,調(diào)單位間距,然后每行,第一行多少,交錯(cuò)數(shù)陣型弧度等。
最后戰(zhàn)斗時(shí)的陣型,如果上面,單位數(shù)調(diào)得太多太密,打完容易卡單位,也得調(diào)或者那些單位不要戰(zhàn)斗陣型了。
效果演示:
我把模型比例調(diào)到0.5,每隊(duì)步兵16人,所以下面的間距至少乘以0.5
<Element class="AssetObjects::FloatValue">
<m_fValue>18.000000</m_fValue> 橫向間距
<m_ParamName text="SpacingX"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>22.000000</m_fValue> 縱向間距
<m_ParamName text="SpacingY"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.300000</m_fValue> 總體比例(原來1)
<m_ParamName text="SpacingMultiplier"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue> 每行多少人0就是不定義,用下面的規(guī)則
<m_ParamName text="PerRowIncrement"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="YOffsetIncrement"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="YOffsetIsCurved"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>1</m_nValue> 交錯(cuò)數(shù)(比如:第一排1人第二排就變成2人,第三排1人.同理交錯(cuò)數(shù)改3就變成1,4,1)
<m_ParamName text="StaggerIncrement"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="MemberRandomness"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="BlockRandomness"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>8</m_nValue> 第一排數(shù),最重要的,陣型規(guī)則優(yōu)先算他
<m_ParamName text="FirstRowWidth"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="XBlockSize"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="XBlockSpacingCount"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="YBlockSize"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="YBlockSpacingCount"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="CenterBlockWidth"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Block"/>
<m_RootCollectionName text="UnitFormationLayoutTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Type"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="MinimumRadius"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="FacingBlend"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="MinimizeRows"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="ArcSize"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="CanMirrorFrontToBack"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="CanFlipLeftToRight"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Scattered"/>這是散陣,原版槍兵的,我改成密集方陣
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>28.000000</m_fValue>
<m_ParamName text="SpacingX"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>12.000000</m_fValue>
<m_ParamName text="SpacingY"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.500000</m_fValue> 總體縮小0.5
<m_ParamName text="SpacingMultiplier"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="PerRowIncrement"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="YOffsetIncrement"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="YOffsetIsCurved"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>3</m_nValue> 交錯(cuò)3,第二排就變成4
<m_ParamName text="StaggerIncrement"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="MemberRandomness"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="BlockRandomness"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>1</m_nValue> 第一排1個(gè)
<m_ParamName text="FirstRowWidth"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="XBlockSize"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="XBlockSpacingCount"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="YBlockSize"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="YBlockSpacingCount"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="CenterBlockWidth"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="RowArc"/>
<m_RootCollectionName text="UnitFormationLayoutTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Type"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="MinimumRadius"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="FacingBlend"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="MinimizeRows"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>90.000000</m_fValue> 陣型弧度,這樣就能像錐形
<m_ParamName text="ArcSize"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="CanMirrorFrontToBack"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="CanFlipLeftToRight"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Horsemen"/> 騎兵陣,我改成錐形陣
效果圖:
只有6個(gè)人,優(yōu)先1,2,4排,3排不夠人就沒有.如果8個(gè)人,1,4,1,2。
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Pikeman"/> 使用的陣型,可能"武器太長",不能太密否則打完不好恢復(fù)陣型
<m_RootCollectionName text="UnitFormationTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Formation"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/> 攻擊時(shí)的陣型,被我刪了,這樣就會(huì)用默認(rèn)的一窩蜂沖上去
<m_RootCollectionName text="UnitCombat"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="UnitCombat"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/> 護(hù)衛(wèi)的陣型,沒有
<m_RootCollectionName text="UnitFormationTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="EscortFormation"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="UNIT_ANCIENTEMBARK"/>
<m_RootCollectionName text="Units"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Units"/>
<m_ParamName text="EmbarkedUnit"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="DoNotDisplayCharges"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitCulture"/>
<m_ArtDefPath text="Cultures.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Culture"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="Era"/>
<m_ArtDefPath text="Eras.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Era"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="Units"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="ProxyUnit"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="PlayDeathOnDestroy"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="DisplayLevel"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Members"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.500000</m_fValue> 模型比例
<m_ParamName text="Scale"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>16</m_nValue> 每隊(duì)數(shù)量
<m_ParamName text="Count"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Pikeman"/>
<m_RootCollectionName text="UnitMemberTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Type"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Members1"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
</Element>
<Element>
<m_CollectionName text="Audio"/>
<m_ReplaceMergedCollectionElements>false</m_ReplaceMergedCollectionElements>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text=""/>
<m_ParamName text="XrefName"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text=""/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text="Pikemen"/>
<m_ParamName text="XrefName"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="PIKEMAN"/>
<m_AppendMergedParameterCollections>false</m_AppendMergedParameterCollections>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="UNIT_PIKEMAN"/> 長槍兵
弩手的攻擊陣型也刪了,這樣就能原地齊射了,不然按弓手的攻擊陣型他是要排成4*4的方陣才射。