在…\ai的目錄裡,有各國的AI設定,…\ai\GlobalWar是劇情AI,…\ai\switch則是另外添加
以下大部份內容參照52區,大致如下:版本,1.3B1,以德國1936為例
若該國沒有專屬AI,則採用default.ai,此外,若該國有專屬AI,隨著時間運行,電腦會配合swich與event找尋相對應的AI文件套用,否則,載入遊戲時的初始AI文件將一路使用到底,另外,因swich或event而套用的新AI文件(有些只有幾行),是採用替換的方式,將新AI文件中相同的內容覆蓋舊AI,其他的仍保留,並非全面更新
為了結省版面,有些重覆的內容我刪了,有些沒有的我加上,不是原版的,以下的每一個參數設定,有些也不是必須的
switch = (yes/no)
AI是否隨著年代尋找最適的AI文件,52區指默認為YES,但是我看大部份的設定都是NO,也就是說,36年開局的電腦AI是一直採用36年的設定……然後再利用事件來聯結其他的AI文件做改變,至於是聯結到那個AI檔,我對事件不熟悉,高手指點一下吧
flags = {
}
這個我不懂…找個會程式語言的來說明吧,反正就是個變量的控制代碼…一般的AI文件中不多,大致上就是符合FLAGS內的條件時,改為執行某些數據,或是觸發一些其他的事件
max_front_ratio = 1.2
前線最大佈兵率,愈高動用部隊愈多(一般默認為4.0),德國36年設定為1.2,44年拉高到6.0
簡單來說,就是敵人在邊界放一個師,AI就放1.2個師(當然是能力許可狀態)
max_front_ratios = {
SOV = 1.5
}
同上,前線佈兵率,但針對特定國家(玩家除外)
max_garrison_prop = 0.30
min_garrison_prop = 0.20
「戰爭時」國土兵力最大與最小的駐防率(反游擊) 區間為0-1
neutrality = 90.000
接受同盟與軍事通行的可能性,愈高愈難,德國36年是90,39年降到20(開戰了才坦然接受小弟)
(這個數值會影響加入聯盟的意願,一般中立國家約100-150,再配合國家政策,設定成150的話,基本上就不會加入任何聯盟了)
war = 0
主動宣戰機率,德國36年設定為0,39年拉高到50
reinforcement = 0.3000
分配給增援ic的最大比例(0.0-1.0)
upgrading = 0.3500
分配給升級ic的最大比例(0.0-1.0)
desperation = 0.3
被敵人佔領的ic超過這個比例,會觸發絕望模式…後果是瘋狂造民兵,區間似乎是0-1
strat_redeploy_threshold = 50
戰略轉移最大時間 (天)
max_redeploying = 0.05
同一時間,ai戰轉的最大部隊比例(默認為0.25)
exp_force_ratio = 0.0
派遣遠征軍比例(預設值為0.75)區間為0-1
exp_force_ratios = { }
同上,但針對特定國家
no_exp_forces_to = { JAP VIC }
不派遣遠征軍的國家
evac_islands = yes/no
AI是否會主動徹出低價值的島嶼
use_offensive_supply = yes/no
AI是否會使用攻勢補給
max_fuel_offensive = value
每單位攻勢補給使用的最大燃料(默認為100)
###################################
# Diplomacy 外交
###################################
combat = {
ENG = 50
FRA = 70
}
優先攻擊國家,先法再英
demand_claims = {
POL
AUS
}
如果該國擁有本國的核心領土,AI會向該國索要領土
claim_acceptance = value
AI接受索要領土的機率(可為負值,表不接受)
befriend = {
SPA = 20
ITA = 60
SWE = 10
}
AI尋求改善關係或同盟(數值愈高愈積極)
protect = {
ROM = 80
AUS = 300
}
ai保障獨立國家,數值愈高ai愈干涉…(美國的話名單會落落長…AUS居然高達300)
target = {
#Austria
373 = 80 # Lech
#Poland
303 = 50 # Danzig
#Baltic States
206 = 50 # Memel
}
AI作戰目標省份,同樣,後方的數值愈高愈積極
liberate = {
FIN
}
AI會放出的傀儡國
resistance = {
ROM = x
}
外交活動的困難度(0-10),愈低愈難
以下皆為交易內容
trade = {
cancel_deal_threshold = 2
取消貿易協定的可能性(默認4.0),愈低愈容易取消不利的交易
energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1
-1表示依照…db\resource_values.csv內的價值,若不是設為-1,則以這裡的數值為準
favored = {
SWE = 150
ROM = 150
ITA = 100
SPA = 80
BUL = 100
JAP = 50
CHI = 50
}
貿易優惠國,瑞典真是德國的最愛…
embargo = { }
拒絕交易國家
}請注意,交易到這邊才算完全
以下為科技交換
tech_sharing = {
favored = {
BUL = 100
SPA = 120
ITA = 150
SWE = 50
JAP = 150
}
科技交換國家,數值大小影響意願,同時也會影響科技的質量
embargo = {
ENG FRA AST CAN NZL
}
拒絕科技交換國家
not = { }
不會交換的科技項目
prioritized = {
# Arcriculture
5020 = 100
# Inf support
1310 = 100
# Production
5050 = 100
# Motorized
1230 = 100
}
優先交換的科技種類
}同樣,科技到此才告一段落
###################################
# Spying 間諜
###################################
以下為間諜設定
spyprefs = { 請注意,1.3版本因為有大變動,所以以下說明皆針對1.3版本
percentage_on_spies = 0.2
1.3版這個參數無用……
(若為1.2版本則是指投入自國間諜活動的金錢比例)
percentage_foreign_mission = 0.8
這個是決定AI對間諜任務的積極程度(前提是有目標國家和足夠的錢),0表示完全不理會,1表示卯起來派遣間諜任務,毫不考慮任務的成功率
(若為1.2版本是指投入敵國間諜活動的金錢比例)
# Used for Intell efficiency and for setting minimum chance to succeed for the AI to do that particular type of mission
spyprefsdata =
{
NumberOfSpies = 20
間諜最大等級
(1.2應該是指間諜最大數量)
min_number_of_spies = 3
指AI執行間諜任務的最小間諜等級,若小於這個數值,則不做任何的任務
steal_blueprint = 10
minister_assassination = 5
smear_campaign = 10
coup = 3
sabotage_industry = 10
nuclear_sabotage = 5
found_partisans = 10
massmedia = 10
disrupt_techteam = 10
以上為各個間諜任務的最小成功率,高於以上機率AI才會執行
country = GER
這個是指本國的設定(請注意,目標國家跟本國的AI內容有所不同),反正這個參數必須是AI本國
}
以下則為針對不同目標國家的個別設定,以下僅列舉兩個(有些AI的目標國家會超多…),內容差不多,都是各個任務的最低成功率
spyprefsdata = {
country_priorities = 10
steal_blueprint = 2 # 6
minister_assassination = 1
smear_campaign = 7 # 5
coup = 1
sabotage_industry = 8 # 6
nuclear_sabotage = 0
found_partisans = 3
massmedia = 1
disrupt_techteam = 6
country = SOV
}
spyprefsdata = {
country_priorities = 4
steal_blueprint = 10
minister_assassination = 0
smear_campaign = 4
coup = 0
sabotage_industry = 3
nuclear_sabotage = 0
found_partisans = 0
massmedia = 1
disrupt_techteam = 3
country = YUG
}
}間諜設定結束
這兩個是指分別對蘇俄與南斯拉夫的間諜活動設定,唯一不同的紅字部份,是指針對兩國間諜活動的比重,以上面為例,俄 : 南 = 10 :4;至於其他都是指對該國執行間諜活動的最低成功率,對該兩個或國家執行間諜活動時,以該國的設定為基準
###################################
# Construction and Tech Research 生產與科技研發
###################################
以下皆為生產內容
construction = {
max_factor = 0.020
省份設施生產的最大ic分配比例(0.0-1.0),不過有另一個說法是密絲佛陀…(簡略),IC分配應該是正確的
transports = -1
escorts = -1
-1為預設值,表示AI將會100%建造需要的運輸及護航船,AI作者建議這邊不要修改
AA_batteries = [yes/no/atwar/not_atwar]
防空設施的建造(總是/決不/戰時/和平)
max_AA_level = 4
省份防空炮最大堆疊數,以這一行為例,指定的省份最多達到4
AA_provs = {
75 # Cologne
74 # Saarbruken
}
防空炮建造省份
coastal_fort = [yes/no/atwar/not_atwar]
max_coastal_level = 3
coastal_fort_provs = {
90 # Kiel
}
同上,不過這裡是海岸堡壘的建造
radar_station = [yes/no/atwar/not_atwar]
max_radar = 2
radar_provs = {}
雷達建造
air_base = [yes/no/atwar/not_atwar]
max_air_base = 3
air_base_provs = { }
機場
naval_base = [yes/no/atwar/not_atwar]
max_naval_base = 5
naval_base_provs = { }
海軍基地(港口)
nuclear_reactor = [yes/no/atwar/not_atwar]
max_nuclear = 3
nuclear_reactor_prov = { }
核能反應爐
rocket_test = [yes/no/atwar/not_atwar]
max_rocket = 2
rocket_test_prov = { }
火箭測試場
land_fort = [yes/no/atwar/not_atwar]
max_land_level = 2
fort_borders = { SOV }
在與該國交界處建造
fort_provs = { }
地堡
ic_at_war = yes/no
戰爭時是否持續蓋工廠
force_ic_until = 1937
即使「資源不足」,還是卯起來蓋工廠,直到1937年止
ic_end_year = 1941
工廠蓋到1941年後停止
IC_provs = {
74 # Saarburken
376 # Munchen
}
工廠建造優先省份
}生產到此告一段落
以下為軍隊生產
military = {
relative_build_scheme = yes/no
我的解讀……嘿嘿,兩者應該都照下面的生產計畫來生產(默認為yes),差別是
yes,AI會依照現有的軍隊與計畫的比例之間的落差來生產(意思就是,照下面的計畫表比例,現有的軍隊那樣兵種少於該比例就生產哪樣)
no,AI完全按照下面的計畫來隨機生產(但是仍按照比例),不過完全不考慮現有的軍隊
PS:這個設定的說法很多……以上是我的解讀(未經測試),另外,電腦生產軍隊是利用生產線的,所以一次生產不是單一個,而是一組,每個兵種一組的數量都不一樣
max_batch_peace = 360
和平時期,流水線生產的最長日期
max_batch_war = 180
戰爭時期,流水線生產的最長日期(戰爭遠在天邊)
max_batch_home_front = 180
戰爭時期,流水線生產的最長日期(戰爭打到家門口)
extra_convoys_war = 0.0500
extra_convoys_peace = 0.0500
這兩個參數是設定在戰時及和平時期,運輸及護衛船(以上參數兩者共用)的額外備用量及生產與否,假設現有領土共需要200艘運輸船,200*(1+0.0500)=210,AI會設定國家共需要210艘運輸船,不夠就會生產,至於護衛船的量則取決於運輸船的量,這個比例我就不太清楚了,
#### Divisions etc... 生產分配範例
infantry = 35
cavalry = 0
motorized = 3
mechanized = 0
light_armor = 5
armor = 0
paratrooper = 0
marine = 0
bergsjaeger = 1
garrison = 8
hq = 3
militia = 0
# 55 % 陸軍
interceptor = 6
multi_role = 2
cas = 4
strategic_bomber = 0
tactical_bomber = 5
naval_bomber = 3
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 20 % 空軍
battleship = 1
carrier = 0
escort_carrier = 0
destroyer = 5
light_cruiser = 3
heavy_cruiser = 1
battlecruiser = 0
submarine = 10
nuclear_submarine = 0
transports = 5
# 25 % 海軍
這個不用多說了,各個兵種的生產比例,注意,陸海空加總要100%
#### Brigades 陸軍附加旅範例
artillery = 20
sp_artillery = 8
rocket_artillery = 0
sp_rct_artillery = 0
anti_tank = 11
tank_destroyer = 5
light_armor_brigade = 2
heavy_armor = 5
super_heavy_armor = 0
armored_car = 0
anti_air = 6
police = 3
engineer = 5
加總要<或=100
cag = 100.000
escort = 100.0000
這兩個不知道為什麼要單獨拉出來…
海軍附加旅
naval_asw = 20.0000
naval_anti_air_s = 20.0000
naval_radar_s = 20.0000
naval_fire_controll_s = 20.0000
naval_improved_hull_s = 10.0000
naval_torpedoes_s = 10.0000
naval_anti_air_l = 0.0000
naval_radar_l = 0.0000
naval_fire_controll_l = 0.0000
naval_improved_hull_l = 0.0000
naval_torpedoes_l = 0.0000
}軍隊生產到此結束
以下為科技研發
technology = {
endgoal = { }
要研發的科技
preference = {
# Tools
5050 5060 5070
# Engineering
5080 5090 5100
}
優先研發的科技
ignore = {
# Strategic bombers
4220 4230 4240
# Battle Cruiser
3190 3200 3210 3220 3230 3240
}
忽略研發的科技
armor = 5
infantry = 6
industry = 5
aircraft = 5
naval = 1
land_doctrines = 2
secret_weapons = 1
air_doctrines = 1
naval_doctrines = 1
優先研發的科技種類(=比重)
} 科技研發到此結束
###################################
# Ground Combat, Leaders and Garrisons 地面作戰、領導、駐軍
###################################
以下為將領比例
leader_ratio = {
以軍隊數目決定將領數量
假設國家一共有101個師,用101乘下面的數值
land_field_marshal =0.02
就有2個元帥(用101舉列,應該結果要大於才行)
land_general =0.031
3個上將,精準一點,就是每(1/0.031)個師出一個上將
land_lt_general =0.41
41個中將
sea_grand_admiral =0.02
sea_admiral =0.061
sea_vice_admiral =0.401
海軍
air_marshal =0.02
air_general =0.091
air_lt_General =0.11
空軍
}結束
以下為駐軍設定
garrison = {
defend_overseas_beaches = yes/no
是否海外駐軍(默認為no)
首先,先確立一個地區駐軍的基本數量,該數量的值就是「該地區」的省份數量減去attrition provinces數量(這個名詞好像只有P社的遊戲才有…找不到翻譯,我個人大膽的猜測,就是會造成人力耗損的省份,有些省份駐軍每天都會造成人力耗損,像是熱帶叢林這種地形),再乘以下面的基數
home_multiplier = 1.0
本國領土的駐軍數(預設為0.5)……簡單一點說,假設該地區沒有會造成損耗的省份,1代表省份數=軍隊數,0.5則表示2個省一個師
overseas_multiplier = 1.0
海外的駐軍數(預設為0.3333)
home_peace_cap = 20
和平時期,首都地區的最高駐兵數(這裡的解釋用的是capital area,而不是單獨的capital,所以應該是指首都附近的區域)
war_zone_odds = 2.0
AI在戰爭區域的駐軍數將「努力」達到敵軍的2.0倍
key_point_prio_mult = 0.5
revolt_risk_mult = 0.3
應該是控制游擊隊風險的參數??!!
area_multiplier = {
304 = 3.5 # Elbing
}
區域駐軍(將包含此省份的區域的駐軍數取代上面的參數,前提是這些區域為海外,若與首都相連,則無視)
# PRIORITIES:駐軍優先權
beach = 0 # Beach level 2
海岸
capital = 40 # Our capital
首都
human_border = 0 # Ignored for allied human players
人類玩家(若雙方同盟,則忽略)
war_target = 50 # The next country targeted for attack by this AI
下一個攻擊目標國家的交界省份
reserves = 20
緊臨前線後方的省份
opposing_alliance = 50 # For neutrals, all alliances are "opposing"
對立的聯盟國家
claim_threat = 0 # If we are neutral, countries with claims on us get this
佔有他國核心領土的交界省份,或指有威脅性的國家
unstable_border = 0 # Bordering countries at war with someone else get this
緊臨的它國被佔據省份
# Borders with specific countries 針對特別國家的邊界
country_priorities = {
AUS = -1
CZE = 75
POL = 100
HOL = 5
SOV = 25
}
針對個別國家邊界駐軍設定(若數值為-1,則表示將"opposing_alliance", "claim_threat" and "unstable_border"皆設為0)
ignore = {
#Rhine
75 #Cologne
74 #Saarburken
66 #Aachen
}
該省份駐軍設為0
province_priorities = {
#Rhine border
313 = 30 #Frankfurt
82 = 30 #Kassel
}
單獨省份駐軍優先權設定(可為-1)
}結束
以下為前線佈防
front = {
recklessness = 2 # 0-3
魯莽程度,數值愈高,AI會做出愈冒險(可以看做是有時積極,有時愚蠢)的舉動
distrib_vs_ai = [even/reactive/defensive/offensive/op_defensive]
distrib_vs_human = [even/reactive/defensive/offensive/op_defensive]
分別設定AI對AI,與AI對玩家的行為,參數為:
even:沿著前線均勻的分佈軍力
reactive:配合敵方軍力配置,做出相對應的集結
defensive:針對省份的重要性配置(參考IC,勝利點,石油等因素)
offensive:針對敵方兵力分佈的弱點集中配置
op_defensive:撤退的方向愈少,相對兵力的配置也愈少(避免被包餃子…)
support_defense_prop = X
受到攻擊的省份,AI將派遣 X 的部隊前往支援(還沒看到哪個國家有這項…)
enemy_reinf_days = 6
當計算下列比例時,將敵軍(6)天內能夠抵達該省的部隊計算在內
我猜測應該是將電腦運算勝負及軍隊數的能力延伸擴展(x)天,也就是說,將戰鬥勝負的計算都鎖定在x天以內,(太小的話,不準確,因為敵人也會派援軍;太大的話,沒必要,敵人援軍根本趕不過來,徒然增加電腦的運算量與時機判斷準確度)
reserve_prop = 0.1
允許「全部前線部隊」中的最大比例可以不待在第一線(區間0-1),意思就是,允許多少比例的部隊可以退守第二線,像是指揮部、受損嚴重的部隊這種不需放在最前方作戰省份的部隊就先退居第二線
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
倘若AI或玩家前線的駐軍數量超過我方達到這個「倍數」,將增加前線的駐防軍(不過國家軍隊的總數有限,所以不是從別的前線抽調,就是從負責本土的駐防鎮壓軍抽調)
base_attack_odds = 1.3
若進攻獲勝的機率達到以上比例,則進攻
min_attack_odds = 1.1
若形成長期對峙,進攻獲勝的機率只要未低於以上比例,仍然進攻(52區指撤退,WIKI用的是GO這個字…含意真深……我個人覺得應該是指進攻…耳邊來一陣呼喚…go go go )
max_attack_odds = 3.0
當獲勝的機率達到以上比例,AI將不再派遣軍隊前來助陣
reinforce_odds = 1.2
當獲勝的機率達到以上比例,AI會派遣軍隊前來增援
withdraw_odds = 0.6
當獲勝的機率低於以上比例,AI停止戰鬥同時撤退
PS:若平均組織度過低AI也會主動撤退,另外以上五項的機率計算,電腦另有一套公式,公式不明
戰鬥效率及其他修正值
strength = 1.0
organisation = 1.0
soft_attack = 1.0
hard_attack = 1.0
ground_defense = 1.0
dig_in = 1.0 # Against defender
frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0
jungle_attack = 1.0
mountain_attack = 1.0
swamp_attack = 1.0
forest_attack = 1.0
hill_attack = 1.0
urban_attack = 1.0
occupied = 0.7 被敵方包圍領土
owned = 0.7 被己方包圍領土
river = 1.0
還有兩個設定,largefort 6級以上地堡及smallfort 6級以下地堡,不過這都不重要了,因為這裡的數據我查了一下,每個國家好像都設成一模一樣,根據WIKI所說,從1.2後,這些戰鬥效率的修正設定就沒用了,但是為什麼不能刪除呢……
enemy_handicap = {
FRA = 300
BEL = 300
}
在設定的天數內,對該國家保持觀望,意即針對該國家每發動一次新的戰爭,這個值就要RUN一次……(不針對玩家)
passivity = {
FRA = 100
BEL = 100
}
針對AI進攻被動性的百分比,意思就是,該值愈高,AI對該國推進的愈緩慢,像是當日本打下中國北方大部分的省分時,這個值會拉高到90以上…
province_priorities = {
527 = 0.2
}
針對特別省份防禦,這個設定有點重覆,區間0-1,0.2就是20%
}結束
###################################
# Air bombardment and defense
###################################
# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead
air_marshal = {
min_mission_strength_org = 0.8
icxdayscostfactor = 10.0 # How to value true industrial cost when calculating expect causalties
manpowercostfactor = 100.0 # How to value manpower cost when calculating expect causalties
destructionriskthreashold = 0.2 # when to fear a divisiopn might be destroyed
# desirability is a multiplier used when calcualting the mission desirability
airsuperioritydesirability = 30.0
groundattackdesirability = 40.0
inderdictiondesirability = 20.0
logisticalstrikedesirability = 2.0
runwaycrateringdesirability = 10.0
strategicstrikedesirability = 10.0
installationstrikedesirability = 5.0
navalstrikedesirability = 15.0
portstrikedesirability = 9.0
convoyraiddesirability = 9.0
# tolerance is the required kill:loss ration expected to do
# mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
airsuperioritylosstolerance = 1.0
groundattacklosstolerance = 1.0
interdictionlosstolerance = 2.0
logisticalstrikelosstolerance = 0.5
runwaycrateringlosstolerance = 1.5
strategicstriketolerance = 4.5
installationstriketolerance = 1.5
navalstriketolerance = 1.0
portstriketolerance = 1.0
convoyraidtolerance = 1.0
# efficency is a tweakable param to adjust according to how
# much actual damage comes from doing this mission (not to be confused with desirability)
logisticalstrikeefficency = 0.01
runwaycrateringefficency = 0.01
strategicstrikeefficency = 0.01
installationstrikeefficency = 0.01
taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes }
taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}
###################################
# Invasions and Naval 侵略與海軍
###################################
以下為侵略內容
invasion = { (感覺整個內容是在描述AI如何選擇登陸作戰的地點)
base = 0.1 #Relative modifier. (lower = specific targets much more important.)
這裡應該是決定戰略目標與隨機目標之間的加權比重(愈低,明確的目標更重要)
random = 8.0 #How big a random range.
隨機範圍的大小(1.0 = 1%)
coastal = 0.1 #increase to avoid coastal forts more.
有海岸堡壘的省份(數值愈高,愈敢登陸有海岸堡壘的省份)
beach = 0.1 #higher, avoid worst beaches.
難以登陸的海岸(數值愈高,接受爛海灘…誰知道這個遊戲的爛海灘是哪??!!)
distance = 0.1 #higher = avoid long distance.
遠距離作戰(數值愈高,允許距離愈遠)
max_distance = 20.0 #About the distance from Rostock to Narvik
作戰最遠距離,若距離超過以上數值則忽略(1=遊戲中的100km)
題外話,Rostock 跟 Narvik是在哪啊……玩中文版的壞處…
pocket = 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
獨立在外的或是單獨省份(四周沒有同國領土)的海岸省份優先權
island = 0.1 #prioritise taking pure islands.
孤立的島嶼優先權
enemy = 2.0 #higher = much more vary of troops in province.
提防有敵國駐軍的省份
adjacentenemy = 2.0 #higher = much more vary of troops nearby
提防附近的敵軍
air_base = 1.5
擁有空軍基地省份的優先權
naval_base = 0.1
擁有海軍基地省份的優先權
air_support = 3.0
敵方空軍半徑範圍的海岸優先權
redirect = [priority/nearest/home]
攻擊重新導向,參數:
priority:照AI表列的目標
nearest:最近的海岸
home:容易的攻擊目標 and home is to return back to port!!??
ignore = no
與國家首都同一塊大陸上,與他國已經有陸地戰線(意思是開戰之後,與敵國有相鄰的省份,意即有前線),是否仍發動登陸戰另闢戰場(預設是no)
help_allies = no
是否幫助盟國
staging_province = {
958 # Casablanca
}
海外侵略,軍隊集中安置的省份
target = {
#Norway
107 = 4000 # Oslo
108 = 4000 # Kristiansan
#Sweden
114 = 3750 # Gavle
120 = 4000 # Sundsuall
#Finland
142 = 2000 # Helsinki
137 = 1750 # Oulu
131 = 1750 # Tornio
}
侵略海灘省份的優先權,(可為負值,意思就是當那個省份不存在)
}結束
以下為海軍控制
admiral = {
min_org = 100 # NEW: Percent of org gained back before the unit can leave port
船艦再次出港前必須達到的最高組織度比例
min_dmg = 98 # NEW: Percent of dmg gained back before the unit can leave port
船艦再次出港前必須達到的最高人力比例
return_org = 60 # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
船艦執行任務中低于這個比例的組織度將回港
return_dmg = 80 # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT
船艦執行任務中低于這個比例的人力將回港
ignore = {
#Murmansk/Archangel
"Barents Sea"
"Arctic Ocean"
#Western Mediterranean
"Costa del Sol"
"Gulf of Lyon"
"Algerian Coast"
}
忽略的"海域"
(這個設計很神奇,後期船的艦航程加上領地擴大,全世界都到的了,這個忽略海域名單多到會爆掉)
base = {
90 # Kiel
296 # Rostock
}
用作港口的省份
target = { }
目標海域(有攻擊優先權)
core = {
2494
}
核心海域設定(優先控制)
}結束
posted on 2009-11-21 20:43
飞翔天使 阅读(993)
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