FA 质能电能仓库储量修改,同时谢谢MAXUF和核子辐射的支持。

【【【【【【做如下修改会大大缩短游戏的寿命,为大多数蛋疼的游民做傻瓜说明】】】】】】

units.scd的修改【这个文件有1G多,修改后重新压缩时间较长,大概修改一项要压缩2分钟】

把units.scd的后缀改成units.zip双击打开units.zip\units可以看到很多UAB0101这样的目录:

URB****、UEL****、UAS****等目录,其中U就是unit,R、E、A、S、等就是cybran,uef,aeon,seraphim四族的简写,而第三位的B、L、S、A等就是building、【建筑单位】land、【陆地单位】sea、【海面单位】air【空中单位】的简写。

在units中你不知道你要修改的的是什么就在打开的bp文档中找到
UnitName = ‘Air Cleaner’,

后面的Air Cleaner就是你有修改的单位名称,游戏目录里有个pdf文档里面有图鉴有名称,对照修改就OK【PDF文件附在后面了】
找到质能仓库和电能仓库的LUA脚本,修改一下储存量数值就行了!在units.scd里找,先确定质能仓库和电能仓库的编号:
【aeon】万古:
Mass Storage 【UAB1106】
Energy Storage 【UAB1105】
【seraphim】瑟拉芬:
Mass Storage 【XSB1106】
Energy Storage 【XSB1105】
【cybran】塞布兰:
Mass Storage 【URB1106】
Energy Storage 【URB1105】
【uef】UEF:
Mass Storage 【UEB1106】
Energy Storage 【UEB1105】
修改的单位编号:
Mass Fabricator (URB1104) T2质能转换器
Mass Fabricator (URB1303) T3质能转换器

Power Generator (URB1101) T1 电能反应炉
Power Generator (URB1201) T2 电能反应炉
Power Generator (URB1301) T3 电能反应炉

1106 = Mass Storage T1质能仓库
1105 = Energy Storage T1电能仓库

修改方法:
把units.scd的后缀改成units.zip双击打开units.zip\units可以看到URB****、UEL****、UAS等目录,其中U就是unit,R、E、A等就是cybran,uef,aeon三族的简写,而瑟拉芬就是XSB第三位的B、L、S、A等就是building、【建筑单位】land、【陆地单位】sea、【海面单位】air【空中单位】的简写。

以修改塞布兰【cybran】的电能储存量为例 打开units.zip\units\URB1105\URB1105_unit.dp
UnitBlueprint {
Adjacency = ‘T1EnergyStorageAdjacencyBuffs’,
Audio = {
ActiveLoop = Sound {
Bank = ‘URB’,
Cue = ‘URB1105_Active’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
Destroyed = Sound {
Bank = ‘URLDestroy’,
Cue = ‘URB_Destroy_Huge’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
DoneBeingBuilt = Sound {
Bank = ‘URB’,
Cue = ‘URB1105_Activate’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
UISelection = Sound {
Bank = ‘Interface’,
Cue = ‘Cybran_Select_Resource’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
},
BuildIconSortPriority = 90,
Categories = {
‘PRODUCTSC1’,
‘SELECTABLE’,
‘BUILTBYTIER1ENGINEER’,
‘BUILTBYTIER2ENGINEER’,
‘BUILTBYTIER3ENGINEER’,
‘BUILTBYTIER2COMMANDER’,
‘BUILTBYTIER3COMMANDER’,
‘CYBRAN’,
‘STRUCTURE’,
‘ECONOMIC’,
‘TECH1’,
‘ENERGYSTORAGE’,
‘DRAGBUILD’,
‘SIZE4’,
‘VISIBLETORECON’,
‘RECLAIMABLE’,
‘SORTECONOMY’,
},
CollisionOffsetY = 0,
CollisionOffsetZ = 0.1,
Defense = {
AirThreatLevel = 0,
ArmorType = ‘Structure’,
EconomyThreatLevel = 2,
【【【【Health = 100000000,】】】】最小血量
【【【【MaxHealth = 100000000,】】】】最大血量
RegenRate = 0,
SubThreatLevel = 0,
SurfaceThreatLevel = 0,
},
Description = ‘Energy Storage’,
Display = {
Abilities = {
‘Volatile’,
},
BlinkingLights = {
{
BLBone = 0,
BLOffsetX = 0,
BLOffsetY = 0,
BLOffsetZ = 0.75,
BLScale = 1,
},
{
BLBone = 0,
BLOffsetX = 0,
BLOffsetY = 0,
BLOffsetZ = -0.75,
BLScale = 1,
},
{
BLBone = 0,
BLOffsetX = 0.75,
BLOffsetY = 0,
BLOffsetZ = 0,
BLScale = 1,
},
{
BLBone = 0,
BLOffsetX = -0.75,
BLOffsetY = 0,
BLOffsetZ = 0,
BLScale = 1,
},
},
BlinkingLightsFx = {
Green = ‘/effects/emitters/light_green_03_emit.bp’,
Red = ‘/effects/emitters/light_red_03_emit.bp’,
Yellow = ‘/effects/emitters/light_yellow_02_emit.bp’,
},
DamageEffects = {
{
Bone = 0,
OffsetX = 0.25,
OffsetY = 1,
OffsetZ = 0,
},
{
Bone = 0,
OffsetX = -0.25,
OffsetY = 1,
OffsetZ = 0,
},
},
Mesh = {
IconFadeInZoom = 130,
LODs = {
{
LODCutoff = 120,
Scrolling = true,
ShaderName = ‘Insect’,
},
{
AlbedoName = ‘urb1105_lod1_albedo.dds’,
LODCutoff = 215,
ShaderName = ‘Insect’,
SpecularName = ‘urb1105_lod1_specteam.dds’,
},
},
},
PlaceholderMeshName = ‘UXB0014’,
SpawnRandomRotation = true,
Tarmacs = {
{
Albedo = ‘Tarmacs/Tar6x_cybran_01_albedo’,
DeathLifetime = 300,
FadeOut = 150,
Length = 6.4,
Normal = ‘Tarmacs/Tar6x_cybran_01_normals’,
Orientations = {
0,
90,
180,
270,
},
RemoveWhenDead = false,
Width = 6.4,
},
},
UniformScale = 0.25,
},
Economy = {
AdjacentEnergyProductionMod = 2,
BuildCostEnergy = 2400,建造所需电能
BuildCostMass = 120,建造所需质能
BuildTime = 200,建造所需时间
RebuildBonusIds = {
‘urb1105’,
},
【【【【StorageEnergy = 10000000,】】】】电量存储量
},
General = {
Category = ‘Economy’,
Classification = ‘RULEUC_Resource’,
CommandCaps = {
RULEUCC_Attack = false,
RULEUCC_CallTransport = false,
RULEUCC_Capture = false,
RULEUCC_Guard = false,
RULEUCC_Move = false,
RULEUCC_Nuke = false,
RULEUCC_Patrol = false,
RULEUCC_Reclaim = false,
RULEUCC_Repair = false,
RULEUCC_RetaliateToggle = false,
RULEUCC_Stop = false,
RULEUCC_Transport = false,
},
FactionName = ‘Cybran’,
Icon = ‘land’,
SelectionPriority = 5,
TarmacDecal = ‘Tarmacs/tarmac_cybran_2x_albedo’,
TarmacGlowDecal = ‘Tarmacs/tarmac_cybran_2x_glow’,
TechLevel = ‘RULEUTL_Basic’,
UnitWeight = 1,
},
Interface = {
HelpText = ‘Energy Storage’,
},
LifeBarHeight = 0.075,
LifeBarOffset = 0.45,
LifeBarSize = 1,
Physics = {
BankingSlope = 0,
BuildOnLayerCaps = {
LAYER_Air = false,
LAYER_Land = true,
LAYER_Orbit = false,
LAYER_Seabed = false,
LAYER_Sub = false,
LAYER_Water = false,
},
DragCoefficient = 0.2,
FlattenSkirt = true,
MaxSteerForce = 0,
MinSpeedPercent = 0,
MotionType = ‘RULEUMT_None’,
SkirtOffsetX = -0.5,
SkirtOffsetZ = -0.5,
SkirtSizeX = 2,
SkirtSizeZ = 2,
TurnRate = 0,
},
SelectionSizeX = 0.65,
SelectionSizeZ = 0.65,
SelectionThickness = 0.6,
SizeX = 0.85,
SizeY = 1,
SizeZ = 0.7,
StrategicIconName = ‘icon_structure1_energy’,
StrategicIconSortPriority = 250,
Weapon = {
{
Damage = 500,
DamageFriendly = true,
DamageRadius = 3,
DamageType = ‘Normal’,
DisplayName = ‘Death Weapon’,
DummyWeapon = true,
Label = ‘DeathWeapon’,
WeaponCategory = ‘Death’,
},
},
Wreckage = {
Blueprint = ‘/props/DefaultWreckage/DefaultWreckage_prop.bp’,
EnergyMult = 0,
HealthMult = 0.9,
MassMult = 0.9,
ReclaimTimeMultiplier = 1,
WreckageLayers = {
Air = false,
Land = true,
Seabed = false,
Sub = false,
Water = false,
},
},
}

看到我的修改了吗!上面用【【【【**************** 】】】】的就是要修改的值,本人E文极差,我有注释的就那么些了,高手飘过!!!!!!!!就是这样修改就OK。
修改数值不要太高,太高就会出现负值。
修改好后记得保存,会有一个英文提示,点击确定,坐等打包完成。
完成后修改units.zip后缀为units.csd进游戏吧,你的资源就再不会有浪费了,存着呢。

【注意】:使用极个别MOD时会没有修改效果,MOD自带的修改。

Health = 10000000000,最小血量
MaxHealth = 1000000000,最大血量
StorageMass = 9000000000,质量存储量
StorageEnergy = 9000000000,电量存储量

最后附上FA的单位介绍PDF文件
supcom_manual.pdf.rar (5.02 MB)

很久以前改过猴王,变成原版那样的,不过做不到像原版那样扫射以及激光充能。

楼上,记得有个MOD就是修改猴王的,我下次传