新手求一个战役能用的增加金属和电力的文件或MOD

以前玩TA 现在转战FA了 3601版 喜欢用U 操作已经跟不上了 所以现在用防守憋马尾流 求一个战役能用的资源存量加强文件或MOD… 请各位大大分享或教我怎么改文件

有能在战役里使用的mod,论坛上有,另外我记得有个mod集合包里面有3,4,5,10,50倍的资源mod还有100倍仓库的mod

[attach]17988[/attach]

[attach]17987[/attach]
用战役支持MOD吧,我有发补丁,
http://taexe.com/thread-21859-1-1.html 战役使用MOD

http://taexe.com/thread-21846-1-1.html ACU的MOD修改这个就OK

我的路径D:\Supreme Commander - Forged Alliance\mods\Commanders Revenges FA UEF,Cybran,Aeon,Seraphim\units\UEL0001

以UEF为例,
前提你要装好这个MOD,链接在上面了。
我的修改[UEF]
UnitBlueprint {
AI = {
GuardRadius = 10,
TargetBones = {
‘Head’,
‘Right_Arm_B01’,
‘Left_Arm_B01’,
‘Torso’,
‘Left_Leg_B01’,
‘Right_Leg_B01’,
},
},
Audio = {
CaptureLoop = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Capture_Loop’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
CommanderArrival = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Gate_In’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
Construct = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Construct_Start’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
ConstructLoop = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Construct_Loop’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
EnhanceEnd = Sound {
Bank = ‘UnitsGlobal’,
Cue = ‘GLB_Enhance_Stop’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
EnhanceFail = Sound {
Bank = ‘UnitsGlobal’,
Cue = ‘GLB_Enhance_Fail’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
EnhanceLoop = Sound {
Bank = ‘UnitsGlobal’,
Cue = ‘GLB_Enhance_Loop’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
EnhanceStart = Sound {
Bank = ‘UnitsGlobal’,
Cue = ‘GLB_Enhance_Start’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
FootFallGeneric = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Move_Step’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
FootFallGenericSeabed = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Move_UW_Step’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
Killed = Sound {
Bank = ‘Explosions’,
Cue = ‘UEF_Nuke_Impact’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
ReclaimLoop = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Reclaim_Loop’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
StartCapture = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Capture_Start’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
StartMove = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Move_Start’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
StartReclaim = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Reclaim_Start’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
StopMove = Sound {
Bank = ‘UEL’,
Cue = ‘UEL0001_Move_Stop’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
UISelection = Sound {
Bank = ‘Interface’,
Cue = ‘UEF_Select_Commander’,
LodCutoff = ‘UnitMove_LodCutoff’,
},
},
Buffs = {
Regen = {
Level1 = 3,
Level2 = 6,
Level3 = 9,
Level4 = 12,
Level5 = 15,
},
},
Categories = {
‘PRODUCTSC1’,
‘SELECTABLE’,
‘UEF’,
‘MOBILE’,
‘ECONOMIC’,
‘COMMAND’,
‘MASSPRODUCTION’,
‘MASSFABRICATION’,
‘ENERGYPRODUCTION’,
‘REPAIR’,
‘ENGINEER’,
‘CONSTRUCTION’,
‘RECLAIM’,
‘CAPTURE’,
‘DIRECTFIRE’,
‘PODSTAGINGPLATFORM’,
‘SILO’,
‘VERIFYMISSILEUI’,
‘LAND’,
‘VISIBLETORECON’,
‘PATROLHELPER’,
‘SHOWQUEUE’,
‘OVERLAYDIRECTFIRE’,
‘OVERLAYINDIRECTFIRE’,
‘OVERLAYOMNI’,
‘OVERLAYDEFENSE’,
‘BUILTBYTIER4COMMANDER’,
},
Defense = {
AirThreatLevel = 0,
ArmorType = ‘Commander’,
EconomyThreatLevel = 5,
Health = 120000,
MaxHealth = 120000,
RegenRate = 10,
SubThreatLevel = 0,
SurfaceThreatLevel = 75,
},
Description = ‘Armored Command Unit’,
Display = {
Abilities = {
‘Amphibious’,
‘Customizable’,
‘Engineering Suite’,
‘Not Capturable’,
‘Omni Sensor’,
‘Volatile’,
},

AnimationIdle = ‘/units/uel0001/uel0001_a002.sca’,

AnimationWalk = ‘/units/uel0001/uel0001_a001.sca’,
AnimationWalkRate = 1.7,
AttackReticleSize = 55,
DamageEffects = {
{
Bone = 0,
OffsetX = 0.25,
OffsetY = 0.75,
OffsetZ = 0,
},
{
Bone = 0,
OffsetX = -0.25,
OffsetY = 0.75,
OffsetZ = 0,
},
{
Bone = 0,
OffsetX = -0.35,
OffsetY = 0.1,
OffsetZ = 0,
},
},
IdleEffects = {
Seabed = {
Effects = {
{
Bones = {
‘Left_Arm_B02’,
‘Right_Arm_B02’,
‘Left_Arm_Muzzle’,
‘Right_Arm_Muzzle’,
},
Type = ‘UnderWater01’,
},
},
},
},
Mesh = {
IconFadeInZoom = 130,
LODs = {
{
LODCutoff = 175,
ShaderName = ‘Unit’,
},
},
},
MovementEffects = {
Land = {
Effects = {
{
Bones = {
‘Left_Foot’,
‘Right_Foot’,
},
Type = ‘GroundKickup01’,
},
},
Footfall = {
Bones = {
{
FootBone = ‘Left_Footfall’,
HipBone = ‘Left_Leg_B01’,
KneeBone = ‘Left_Leg_B02’,
Tread = {
TreadMarks = ‘CommanderPrint_albedo’,
TreadMarksSizeX = 0.6,
TreadMarksSizeZ = 0.6,
TreadOffset = {
0.32,
0,
0.55,
},
},
Type = ‘FootFall02’,
},
{
FootBone = ‘Left_Footfall01’,
HipBone = ‘Right_Leg_B01’,
KneeBone = ‘Right_Leg_B02’,
Tread = {
TreadMarks = ‘CommanderPrint_albedo’,
TreadMarksSizeX = 0.6,
TreadMarksSizeZ = 0.6,
TreadOffset = {
-0.45,
0,
0.6,
},
},
Type = ‘FootFall02’,
},
},
},
},
Seabed = {
Effects = {
{
Bones = {
‘Torso’,
‘Left_Arm_B02’,
‘Right_Arm_B02’,
‘Left_Arm_Muzzle’,
‘Right_Arm_Muzzle’,
‘Left_Foot’,
‘Right_Foot’,
},
Type = ‘UnderWater01’,
},
},
},
},
PlaceholderMeshName = ‘UXB0000’,
SpawnRandomRotation = true,
TransportAnimation = {
{
Animation = ‘/units/UEL0001/UEL0001_afold.sca’,
Weight = 100,
},
},
TransportDropAnimation = {
{
Animation = ‘/units/UEL0001/UEL0001_aunfold.sca’,
Weight = 100,
},
},
UniformScale = 0.105,
},
Economy = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildRate = 10,
BuildTime = 100,
BuildableCategory = {
‘BUILTBYCOMMANDER UEF’,
‘BUILTBYTIER2COMMANDER UEF’,
‘BUILTBYTIER3COMMANDER UEF’,
‘BUILTBYTIER4COMMANDER UEF’,
},
MaxBuildDistance = 10,
NaturalProducer = true,
NeedToFaceTargetToBuild = false,
ProductionPerSecondEnergy = 2000,
ProductionPerSecondMass = 20,
StorageEnergy = 50000,
StorageMass = 6500,
TeleportEnergyMod = 0.03,
TeleportMassMod = 0,
TeleportTimeMod = 0.00001,
},
Enhancements = {

HEAVY BOLTER UPGRADE I LCH #### FIN

HeavyBolterLUpgrade = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘hamc’,
Name = ‘Heavy Bolter’,
ShowBones = {
‘Heavy_Bolter01’,
},
Slot = ‘LCH’,
UpgradeEffectBones = {
‘Left_Arm_Barrel’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

HEAVY BOLTER UPGRADE I LCH #### FIN
HEAVY BOLTER UPGRADE I RCH #### FIN

HeavyBolterRUpgrade = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘hamc’,
Name = ‘Heavy Bolter’,
ShowBones = {
‘Heavy_Bolter02’,
},
Slot = ‘RCH’,
UpgradeEffectBones = {
‘Right_Arm_Barrel’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

HEAVY BOLTER UPGRADE I RCH #### FIN
RESSOURCE UPGRADE I RCH #### DEBUT

ResourceAllocation = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘isb’,
Name = ‘Resource Allocation System’,
#Prerequisite = ‘HeavyBolterRUpgrade’,
ProductionPerSecondEnergy = 3000,
ProductionPerSecondMass = 30,
Slot = ‘RCH’,
UpgradeEffectBones = {
‘Torso’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

RESSOURCE UPGRADE I RCH #### FIN
ENGEE UPGRADE I LCH #### DEBUT

AdvancedEngineering = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
BuildableCategoryAdds = ‘BUILTBYTIER2COMMANDER UEF’,
Icon = ‘aes’,
Name = ‘Tech 2 Engineering Suite’,
#Prerequisite = ‘HeavyBolterLUpgrade’,
NewBuildRate = 30,
NewHealth = 3000,
NewRegenRate = 20,
Slot = ‘LCH’,
UpgradeEffectBones = {
‘Torso’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

ENGEE UPGRADE I LCH #### FIN
HEAVY MEGA OVER CANON UPGRADE I RCH #### FIN

HeavyOverMegaCanonRUpgrade = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘mc’,
Name = ‘Heavy Canon’,
ShowBones = {
‘Megacannon03’,
‘Megacannon04’,
},
#BlockedBy = ‘HeavyOverMegaCanonRUpgrade2’,
Slot = ‘RCH’,
UpgradeEffectBones = {
‘Megacannon03’,
‘Megacannon04’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

HEAVY MEGA OVER CANON UPGRADE I RCH #### FIN
HEAVY MEGA OVER CANON UPGRADE I LCH #### FIN
      HeavyOverMegaCanonLUpgrade = {

BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘mc’,
Name = ‘Heavy Canon’,
ShowBones = {
‘Megacannon01’,
‘Megacannon02’,
},
#BlockedBy = ‘HeavyOverMegaCanonLUpgrade2’,
Slot = ‘LCH’,
UpgradeEffectBones = {
‘Megacannon01’,
‘Megacannon02’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

HEAVY MEGA OVER CANON UPGRADE I LCH #### FIN
HEAVY MEGA OVER CANON UPGRADE I RCH #### FIN

HeavyOverMegaCanonRUpgrade2 = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘mc2’,
Name = ‘Heavy Canon 2’,
ShowBones = {
‘Rack_Over_Mega_Heavy_Canon01’,
},
#BlockedBy = ‘HeavyOverMegaCanonRUpgrade’,
Slot = ‘RCH’,
UpgradeEffectBones = {
‘Rack_Over_Mega_Heavy_Canon01’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

HEAVY MEGA OVER CANON UPGRADE I RCH #### FIN
HEAVY MEGA OVER CANON UPGRADE I LCH #### FIN
      HeavyOverMegaCanonLUpgrade2 = {

BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘mc2’,
Name = ‘Heavy Canon 2’,
ShowBones = {
‘Rack_Over_Mega_Heavy_Canon02’,
},
#BlockedBy = ‘HeavyOverMegaCanonLUpgrade’,
Slot = ‘LCH’,
UpgradeEffectBones = {
‘Rack_Over_Mega_Heavy_Canon02’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

HEAVY MEGA OVER CANON UPGRADE I LCH #### FIN
ENGEE III LCH #### DEBUT

T3Engineering = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
BuildableCategoryAdds = ‘BUILTBYTIER3COMMANDER UEF’,
Icon = ‘ees’,
Name = ‘Tech 3 Engineering Suite’,
NewBuildRate = 90,
NewHealth = 6000,
NewRegenRate = 15,
Prerequisite = ‘AdvancedEngineering’,
Slot = ‘LCH’,
UpgradeEffectBones = {
‘Left_Upgrade’,
‘Left_Upgrade_Muzzle’,
‘Left_Arm_Muzzle’,
‘Left_Arm_Barrel’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

ENGEE III LCH #### FIN
RESSOURCE UPGRADE II RCH #### DEBUT

ResourceAllocationAdvance = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘isb’,
Name = ‘Resource Allocation System’,
Prerequisite = ‘ResourceAllocation’,
ProductionPerSecondEnergy = 6000,
ProductionPerSecondMass = 60,
Slot = ‘RCH’,
UpgradeEffectBones = {
‘Torso’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

RESSOURCE UPGRADE I RCH #### FIN
HEAVY ANTI AIR RCH #### DEBUT

HeavyAntiAirRUpgrade = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘aa’,
Name = ‘Heavy Anti Air’,
#Prerequisite = ‘ResourceAllocationAdvance’,
ShowBones = {
‘Right_Upgrade03’,
},
Slot = ‘RCH’,
UpgradeEffectBones = {
‘Left_Arm_Barrel01’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

HEAVY ANTI AIR UPGRADE RCH #### FIN
HEAVY ANTI AIR LCH #### DEBUT

HeavyAntiAirLUpgrade = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘aa’,
Name = ‘Heavy Anti Air’,
#Prerequisite = ‘T4Engineering’,
ShowBones = {
‘Right_Upgrade02’,
},
Slot = ‘LCH’,
UpgradeEffectBones = {
‘Left_Arm_Barrel01’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

HEAVY ANTI AIR UPGRADE RCH #### FIN
ATTAQUE POD UPGRADE RCH #### DEBUT

LeftPod = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘led’,
Name = ‘C-D1 Shoulder Drone’,
Slot = ‘LCH’,
ShowBones = {
‘Back_Upgrade_B01’,
},
UpgradeEffectBones = {
‘AttachSpecial01’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

ATTAQUE POD UPGRADE RCH #### FIN
ATTAQUE POD UPGRADE LCH #### DEBUT

RightPod = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘red’,
Name = ‘C-D2 Shoulder Drone’,
Slot = ‘RCH’,
ShowBones = {
‘Back_Upgrade_B01’,
},
UpgradeEffectBones = {
‘AttachSpecial02’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

ATTAQUE POD UPGRADE LCH #### FIN
SHIELD PERSO UPGRADE BCK #### DEBUT

Shield = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘psg’,
ImpactEffects = ‘UEFShieldHit01’,
MaintenanceConsumptionPerSecondEnergy = 10,
Name = ‘Personal Shield Generator’,
OwnerShieldMesh = ‘/Mods/Commanders Revenges FA UEF,Cybran,Aeon,Seraphim/units/UEL0001/UEL0001_PhaseShield_mesh’,
PersonalShield = true,
RegenAssistMult = 10,
ShieldEnergyDrainRechargeTime = 5,
ShieldMaxHealth = 14000,
ShieldRechargeTime = 100,
ShieldRegenRate = 45,
ShieldRegenStartTime = 1,
ShieldSize = 3,
ShieldVerticalOffset = 0,
ShowBones = {
‘Back_Upgrade_B01’,
},
Slot = ‘Back’,
UpgradeEffectBones = {
‘Back_Upgrade_B01’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

SHIELD PERSO UPGRADE BCK #### FIN
SHIELD ZONE UPGRADE BCK #### DEBUT

ShieldGeneratorField = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘sgf’,
ImpactEffects = ‘UEFShieldHit01’,
ImpactMesh = ‘/effects/entities/ShieldSection01/ShieldSection01_mesh’,
MaintenanceConsumptionPerSecondEnergy = 5,
Mesh = ‘/effects/entities/Shield01/Shield01_mesh’,
MeshZ = ‘/effects/entities/Shield01/Shield01z_mesh’,
Name = ‘Shield Generator Field’,
Prerequisite = ‘Shield’,
ShieldEnergyDrainRechargeTime = 5,
ShieldEnhancementNumber = 5,
ShieldMaxHealth = 35000,
ShieldRechargeTime = 150,
ShieldRegenRate = 52,
ShieldRegenStartTime = 1,
ShieldSize = 16,
ShieldVerticalOffset = -3,
Slot = ‘Back’,
UpgradeEffectBones = {
‘Back_Upgrade_B01’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

SHIELD ZONE UPGRADE BCK #### FIN
REGEN UPGRADE BCK #### DEBUT

DamageStablization = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘dsu’,
Name = ‘Nano-Repair System’,
#Prerequisite = ‘ShieldGeneratorField’,
NewRegenRate = 200,
ShowBones = {
‘Cape’,
},
Slot = ‘Back’,
UpgradeEffectBones = {
‘Left_Upgrade’,
‘Left_Upgrade_Muzzle’,
‘Left_Arm_Muzzle’,
‘Left_Arm_Barrel’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

REGEN UPGRADE BCK #### FIN
HEALTH UPGRADE BCK #### DEBUT

Health = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘ar’,
Name = ‘Health’,
NewHealth = 6000,
#Prerequisite = ‘DamageStablization’,
Slot = ‘Back’,
UpgradeEffectBones = {
‘Left_Upgrade’,
‘Left_Upgrade_Muzzle’,
‘Left_Arm_Muzzle’,
‘Left_Arm_Barrel’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

####MINIGUN BEGIN
LeftMinigun = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘mg’,
Name = ‘LeftMinigun’,
Slot = ‘LCH’,
ShowBones = {
‘Minigun01’,
},
UpgradeEffectBones = {
‘Left_Upgrade’,
‘Left_Upgrade_Muzzle’,
‘Left_Arm_Muzzle’,
‘Left_Arm_Barrel’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},
RightMinigun = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘mg’,
Name = ‘RightMinigun’,
Slot = ‘RCH’,
ShowBones = {
‘Minigun02’,
},
UpgradeEffectBones = {
‘Right_Upgrade’,
‘Right_Upgrade_Muzzle’,
‘Right_Arm_Muzzle’,
‘Right_Arm_Barrel’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

###MINIGUN END

###BUILTBYTIER4COMMANDER BEGIN
T4Engineering = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
BuildableCategoryAdds = ‘BUILTBYTIER4COMMANDER UEF’,
Icon = ‘t4’,
Name = ‘Tech 4 Engineering Suite’,
NewBuildRate = 120,
NewHealth = 8000,
NewRegenRate = 20,
Prerequisite = ‘T3Engineering’,
Slot = ‘LCH’,
UpgradeEffectBones = {
‘Left_Upgrade’,
‘Left_Upgrade_Muzzle’,
‘Left_Arm_Muzzle’,
‘Left_Arm_Barrel’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},
####BUILTBYTIER4COMMANDER END
Teleporter = {
BuildCostEnergy = 200,
BuildCostMass = 100,
BuildTime = 100,
Icon = ‘pqt’,
MaintenanceConsumptionPerSecondEnergy = 10000,
Name = ‘Personal Teleporter’,
#Prerequisite = ‘Health’,
Slot = ‘Back’,
UpgradeEffectBones = {
‘Back_Upgrade_B01’,
},
UpgradeUnitAmbientBones = {
‘UEL0001’,
},
},

Slots = {
Back = {
name = ‘’,
x = 38,
y = -10,
},
LCH = {
name = ‘’,
x = 105,
y = 30,
},
RCH = {
name = ‘’,
x = -10,
y = 30,
},
},— Icon liste hamc

},
General = {
BuildBones = {
AimBone = ‘Head’,
BuildEffectBones = {
‘Head’,
},
PitchBone = ‘Head’,
YawBone = ‘Head’,
},
Category = ‘Experimental’,
Classification = ‘RULEUC_Commander’,
CommandCaps = {
RULEUCC_Attack = true,
RULEUCC_CallTransport = true,
RULEUCC_Capture = false,
RULEUCC_Guard = true,
RULEUCC_Move = true,
RULEUCC_Nuke = false,
RULEUCC_Overcharge = true,
RULEUCC_Patrol = true,
RULEUCC_Pause = true,
RULEUCC_Reclaim = true,
RULEUCC_Repair = false,
RULEUCC_RetaliateToggle = true,
RULEUCC_SiloBuildNuke = false,
RULEUCC_SiloBuildTactical = false,
RULEUCC_Stop = true,
RULEUCC_Tactical = false,
RULEUCC_Teleport = false,
RULEUCC_Transport = false,
},
FactionName = ‘UEF’,
Icon = ‘amph’,
QuickSelectPriority = 1,
SelectionPriority = 3,
TechLevel = ‘RULEUTL_Experimental’,
UnitWeight = 1,
},
Intel = {
FreeIntel = true,
OmniRadius = 50,
VisionRadius = 36,
WaterVisionRadius = 36,
},
Interface = {
HelpText = ‘Armored Command Unit’,
},
LifeBarHeight = 0.15,
LifeBarOffset = 0.65,
LifeBarSize = 1.25,
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,
LayerChangeOffsetHeight = -0.95,
MaxAcceleration = 1.7,
MaxSpeed = 3.4,
MaxSpeedReverse = 0,
MaxSteerForce = 12,
MinSpeedPercent = 0,
MotionType = ‘RULEUMT_Amphibious’,
StandUpright = true,
TurnRadius = 10,
TurnRate = 90,
},
SelectionCenterOffsetX = 0.1,
SelectionCenterOffsetZ = -0.4,
SelectionSizeX = 0.7,
SelectionSizeZ = 0.6,
SelectionThickness = 0.9,
SelectionYOffset = 0,
SizeX = 1,
SizeY = 2,
SizeZ = 0.7,
StrategicIconName = ‘icon_commander_generic’,
StrategicIconSortPriority = 0,
Transport = {
CanFireFromTransport = false,
ClassSAttachSize = 0,
TransportClass = 3,
},
Veteran = {
Level1 = 2,
Level2 = 4,
Level3 = 6,
Level4 = 8,
Level5 = 10,
},
Weapon = {
###FakeProjectile
{
AboveWaterFireOnly = true,
AboveWaterTargetsOnly = true,
AlwaysRecheckTarget = true,
BallisticArc = ‘RULEUBA_None’,
CollideFriendly = false,
Damage = 0,
DamageType = ‘Normal’,
DisplayName = ‘FakeProjectile’,
FireTargetLayerCapsTable = {
Land = ‘Land|Water|Seabed’,
Seabed = ‘Land|Water|Seabed’,
Water = ‘Land|Water|Seabed’,
},
FiringTolerance = 0,
Label = ‘FakeProjectile01’,
LeadTarget = true,
MaxRadius = 20,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 0,
MuzzleVelocity = 0,
ProjectileId = ‘/Mods/Commanders Revenges FA UEF,Cybran,Aeon,Seraphim/projectiles/fakeprojectile01/Fakeprojectile01_proj.bp’,
ProjectileLifetimeUsesMultiplier = 1.15,
RackBones = {
{
MuzzleBones = {
‘Right_Arm_Muzzle’,
},
RackBone = ‘Right_Arm_Barrel’,
},
},
RackRecoilDistance = 0,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 0,
RackSlavedToTurret = false,
RangeCategory = ‘UWRC_DirectFire’,
RateOfFire = 0,
SlavedToBody = false,
TargetCheckInterval = 1,
TargetPriorities = {
‘SPECIALHIGHPRI’,
‘STRUCTURE DEFENSE’,
‘MOBILE’,
‘SPECIALLOWPRI’,
‘ALLUNITS’,
},
TargetRestrictDisallow = ‘UNTARGETABLE’,
TurretBoneMuzzle = ‘Left_Arm_Muzzle’,
TurretBonePitch = ‘Left_Arm_Barrel’,
TurretBoneYaw = ‘Torso’,
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitchRange = 90,
TurretPitchSpeed = 90,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 90,
Turreted = true,
UseFiringSolutionInsteadOfAimBone = true,
WeaponCategory = ‘Direct Fire’,
},
##################################### BOLTER LOURD ###################################### DEBUT ########
{
AboveWaterFireOnly = true,
AboveWaterTargetsOnly = true,
AlwaysRecheckTarget = true,
Audio = {
Fire = Sound {
Bank = ‘UELWeapon’,
Cue = ‘UEL0303_Plasma_Cannon’,
LodCutoff = ‘Weapon_LodCutoff’,
},
},
BallisticArc = ‘RULEUBA_None’,
CollideFriendly = false,
Damage = 60,
DamageType = ‘Normal’,
DisplayName = ‘HeavyPlasma01’,
FireTargetLayerCapsTable = {
Land = ‘Land|Water|Seabed’,
Seabed = ‘Land|Water|Seabed’,
Water = ‘Land|Water|Seabed’,
},
FiringTolerance = 2,
Label = ‘HeavyPlasma01’,
MaxRadius = 30,
MinRadius = 1,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 30,
ProjectileId = ‘/projectiles/TDFPlasmaHeavy04/TDFPlasmaHeavy04_proj.bp’,
ProjectileLifetimeUsesMultiplier = 1.15,
RackBones = {
{
MuzzleBones = {
‘Left_Arm_Muzzle’,
},
RackBone = ‘Heavy_Bolter01’,
},
{
MuzzleBones = {
‘HeavyBolter01_Muzzel01’,
},
RackBone = ‘Heavy_Bolter01’,
},
{
MuzzleBones = {
‘HeavyBolter01_Muzzel02’,
},
RackBone = ‘Heavy_Bolter01’,
},
{
MuzzleBones = {
‘HeavyBolter01_Muzzel03’,
},
RackBone = ‘Heavy_Bolter01’,
},
},
RackRecoilDistance = 0,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = ‘UWRC_DirectFire’,
RateOfFire = 4,
SlavedToBody = false,
TargetCheckInterval = 0.5,
TargetPriorities = {
‘SPECIALHIGHPRI’,
‘STRUCTURE DEFENSE’,
‘MOBILE’,
‘SPECIALLOWPRI’,
‘ALLUNITS’,
},
TargetRestrictDisallow = ‘UNTARGETABLE’,
TurretBoneMuzzle = ‘Left_Arm_Muzzle’,
TurretBonePitch = ‘Left_Arm_Barrel’,
TurretBoneYaw = ‘Torso’,
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitchRange = 90,
TurretPitchSpeed = 90,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 90,
Turreted = true,
UseFiringSolutionInsteadOfAimBone = true,
WeaponCategory = ‘Direct Fire’,
},
{
AboveWaterFireOnly = true,
AboveWaterTargetsOnly = true,
AlwaysRecheckTarget = true,
Audio = {
Fire = Sound {
Bank = ‘UELWeapon’,
Cue = ‘UEL0303_Plasma_Cannon’,
LodCutoff = ‘Weapon_LodCutoff’,
},
},
BallisticArc = ‘RULEUBA_None’,
CollideFriendly = false,
Damage = 60,
DamageType = ‘Normal’,
DisplayName = ‘HeavyPlasma02’,
FireTargetLayerCapsTable = {
Land = ‘Land|Water|Seabed’,
Seabed = ‘Land|Water|Seabed’,
Water = ‘Land|Water|Seabed’,
},
FiringTolerance = 2,
Label = ‘HeavyPlasma02’,
MaxRadius = 30,
MinRadius = 1,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 30,
ProjectileId = ‘/projectiles/TDFPlasmaHeavy04/TDFPlasmaHeavy04_proj.bp’,
ProjectileLifetimeUsesMultiplier = 1.15,
RackBones = {
{
MuzzleBones = {
‘Right_Arm_Muzzle’,
},
RackBone = ‘Heavy_Bolter02’,
},
{
MuzzleBones = {
‘HeavyBolter02_Muzzel01’,
},
RackBone = ‘Heavy_Bolter02’,
},
{
MuzzleBones = {
‘HeavyBolter02_Muzzel02’,
},
RackBone = ‘Heavy_Bolter02’,
},
{
MuzzleBones = {
‘HeavyBolter02_Muzzel03’,
},
RackBone = ‘Heavy_Bolter02’,
},
},
RackRecoilDistance = 0,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = ‘UWRC_DirectFire’,
RateOfFire = 4,
SlavedToBody = false,
TargetCheckInterval = 0.5,
TargetPriorities = {
‘SPECIALHIGHPRI’,
‘STRUCTURE DEFENSE’,
‘MOBILE’,
‘SPECIALLOWPRI’,
‘ALLUNITS’,
},
TargetRestrictDisallow = ‘UNTARGETABLE’,
TurretBoneMuzzle = ‘Right_Arm_Muzzle’,
TurretBonePitch = ‘Right_Arm_Barrel’,
TurretBoneYaw = ‘Torso’,
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitchRange = 90,
TurretPitchSpeed = 90,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 90,
Turreted = true,
UseFiringSolutionInsteadOfAimBone = true,
WeaponCategory = ‘Direct Fire’,
},
##################################### BOLTER LOURD ###################################### FIN ########
##################################### HEAVY MEGA OVER CANON ###################################### DEBUT########
{
AboveWaterFireOnly = true,
AboveWaterTargetsOnly = true,
AlwaysRecheckTarget = true,
Audio = {
Fire = Sound {
Bank = ‘UELWeapon’,
Cue = ‘UEB2101_Cannon_Sgl’,
LodCutoff = ‘Weapon_LodCutoff’,
},
},
BallisticArc = ‘RULEUBA_None’,
CollideFriendly = false,
DamageRadius = 3,
Damage = 450,
DamageType = ‘Normal’,
DamageFriendly = false,
DisplayName = ‘Zephyr Anti Matter Cannon’,
FireTargetLayerCapsTable = {
Land = ‘Land|Water|Seabed’,
Seabed = ‘Land|Water|Seabed’,
Water = ‘Land|Water|Seabed’,
},
FiringTolerance = 2,
Label = ‘Megacannon01’,
MaxRadius = 35,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 35,
ProjectileId = ‘/Mods/Commanders Revenges FA UEF,Cybran,Aeon,Seraphim/projectiles/LaserBotTerran01/LaserBotTerran01_proj.bp’,
ProjectileLifetimeUsesMultiplier = 2,
RackBones = {
{
MuzzleBones = {
‘Megacannon_Muzzle01’,
},
RackBone = ‘Megacannon01_Shell’,
},
{
MuzzleBones = {
‘Megacannon_Muzzle02’,
},
RackBone = ‘Megacannon02_Shell’,
},
},
RackRecoilDistance = -2,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 2,
RackSlavedToTurret = false,
RangeCategory = ‘UWRC_DirectFire’,
RateOfFire = 1.5,
SlavedToBody = false,
TargetCheckInterval = 0.5,
TargetPriorities = {
‘SPECIALHIGHPRI’,
‘STRUCTURE DEFENSE’,
‘MOBILE’,
‘SPECIALLOWPRI’,
‘ALLUNITS’,
},
TargetRestrictDisallow = ‘UNTARGETABLE’,
TurretBoneMuzzle = ‘Left_Arm_Muzzle’,
TurretBonePitch = ‘Left_Arm_Barrel’,
TurretBoneYaw = ‘Torso’,
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitchRange = 90,
TurretPitchSpeed = 90,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 90,
Turreted = true,
UseFiringSolutionInsteadOfAimBone = true,
WeaponCategory = ‘Direct Fire’,
},
{
AboveWaterFireOnly = true,
AboveWaterTargetsOnly = true,
AlwaysRecheckTarget = true,
Audio = {
Fire = Sound {
Bank = ‘UELWeapon’,
Cue = ‘UEB2101_Cannon_Sgl’,
LodCutoff = ‘Weapon_LodCutoff’,
},
},
BallisticArc = ‘RULEUBA_None’,
CollideFriendly = false,
DamageRadius = 3,
Damage = 450,
DamageType = ‘Normal’,
DamageFriendly = false,
DisplayName = ‘Zephyr Anti Matter Cannon’,
FireTargetLayerCapsTable = {
Land = ‘Land|Water|Seabed’,
Seabed = ‘Land|Water|Seabed’,
Water = ‘Land|Water|Seabed’,
},
FiringTolerance = 2,
Label = ‘Megacannon02’,
MaxRadius = 35,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 2,
MuzzleVelocity = 35,
ProjectileId = ‘/Mods/Commanders Revenges FA UEF,Cybran,Aeon,Seraphim/projectiles/LaserBotTerran01/LaserBotTerran01_proj.bp’,
ProjectileLifetimeUsesMultiplier = 2,
RackBones = {
{
MuzzleBones = {
‘Megacannon_Muzzle03’,
},
RackBone = ‘Megacannon03_Shell’,
},
{
MuzzleBones = {
‘Megacannon_Muzzle04’,
},
RackBone = ‘Megacannon04_Shell’,
},
},
RackRecoilDistance = -2,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = ‘UWRC_DirectFire’,
RateOfFire = 1.5,
SlavedToBody = false,
TargetCheckInterval = 0.5,
TargetPriorities = {
‘SPECIALHIGHPRI’,
‘STRUCTURE DEFENSE’,
‘MOBILE’,
‘SPECIALLOWPRI’,
‘ALLUNITS’,
},
TargetRestrictDisallow = ‘UNTARGETABLE’,
TurretBoneMuzzle = ‘Right_Arm_Muzzle’,
TurretBonePitch = ‘Right_Arm_Barrel’,
TurretBoneYaw = ‘Torso’,
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitchRange = 90,
TurretPitchSpeed = 90,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 90,
Turreted = true,
UseFiringSolutionInsteadOfAimBone = true,
WeaponCategory = ‘Direct Fire’,
},
#MEGA2
{
AboveWaterFireOnly = true,
AboveWaterTargetsOnly = true,
AlwaysRecheckTarget = true,
Audio = {
Fire = Sound {
Bank = ‘UELWeapon’,
Cue = ‘UEB2101_Cannon_Sgl’,
LodCutoff = ‘Weapon_LodCutoff’,
},
},
BallisticArc = ‘RULEUBA_None’,
CollideFriendly = false,
DamageRadius = 3,
Damage = 450,
DamageType = ‘Normal’,
DamageFriendly = false,
DisplayName = ‘Zephyr Anti Matter Cannon’,
FireTargetLayerCapsTable = {
Land = ‘Land|Water|Seabed’,
Seabed = ‘Land|Water|Seabed’,
Water = ‘Land|Water|Seabed’,
},
FiringTolerance = 2,
Label = ‘Megacannon03’,
MaxRadius = 35,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 35,
ProjectileId = ‘/Mods/Commanders Revenges FA UEF,Cybran,Aeon,Seraphim/projectiles/LaserBotTerran01/LaserBotTerran01_proj.bp’,
ProjectileLifetimeUsesMultiplier = 2,
RackBones = {
{
MuzzleBones = {
‘Tir_Over_Mega_Heavy_Canon03’,
‘Tir_Over_Mega_Heavy_Canon04’,
},
RackBone = ‘Over_Mega_Heavy_Canon03’,
},
},
RackRecoilDistance = -2,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 2,
RackSlavedToTurret = false,
RangeCategory = ‘UWRC_DirectFire’,
RateOfFire = 1.5,
SlavedToBody = false,
TargetCheckInterval = 0.5,
TargetPriorities = {
‘SPECIALHIGHPRI’,
‘STRUCTURE DEFENSE’,
‘MOBILE’,
‘SPECIALLOWPRI’,
‘ALLUNITS’,
},
TargetRestrictDisallow = ‘UNTARGETABLE’,
TurretBoneMuzzle = ‘Left_Arm_Muzzle’,
TurretBonePitch = ‘Left_Arm_Barrel’,
TurretBoneYaw = ‘Torso’,
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitchRange = 90,
TurretPitchSpeed = 90,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 90,
Turreted = true,
UseFiringSolutionInsteadOfAimBone = true,
WeaponCategory = ‘Direct Fire’,
},
{
AboveWaterFireOnly = true,
AboveWaterTargetsOnly = true,
AlwaysRecheckTarget = true,
Audio = {
Fire = Sound {
Bank = ‘UELWeapon’,
Cue = ‘UEB2101_Cannon_Sgl’,
LodCutoff = ‘Weapon_LodCutoff’,
},
},
BallisticArc = ‘RULEUBA_None’,
CollideFriendly = false,
DamageRadius = 3,
Damage = 450,
DamageType = ‘Normal’,
DamageFriendly = false,
DisplayName = ‘Zephyr Anti Matter Cannon’,
FireTargetLayerCapsTable = {
Land = ‘Land|Water|Seabed’,
Seabed = ‘Land|Water|Seabed’,
Water = ‘Land|Water|Seabed’,
},
FiringTolerance = 2,
Label = ‘Megacannon04’,
MaxRadius = 35,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 2,
MuzzleVelocity = 35,
ProjectileId = ‘/Mods/Commanders Revenges FA UEF,Cybran,Aeon,Seraphim/projectiles/LaserBotTerran01/LaserBotTerran01_proj.bp’,
ProjectileLifetimeUsesMultiplier = 2,
RackBones = {
{
MuzzleBones = {
‘Tir_Over_Mega_Heavy_Canon01’,
‘Tir_Over_Mega_Heavy_Canon02’,
},
RackBone = ‘Over_Mega_Heavy_Canon01’,
},
},
RackRecoilDistance = -2,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = ‘UWRC_DirectFire’,
RateOfFire = 1.5,
SlavedToBody = false,
TargetCheckInterval = 0.5,
TargetPriorities = {
‘SPECIALHIGHPRI’,
‘STRUCTURE DEFENSE’,
‘MOBILE’,
‘SPECIALLOWPRI’,
‘ALLUNITS’,
},
TargetRestrictDisallow = ‘UNTARGETABLE’,
TurretBoneMuzzle = ‘Right_Arm_Muzzle’,
TurretBonePitch = ‘Right_Arm_Barrel’,
TurretBoneYaw = ‘Torso’,
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitchRange = 90,
【【【【【【【【【【字节限制,以下省略,以上就有你需要的】】】】】】】】】】】】】】】】】】】

[b]具体修改:
ACU电质产量、建造速率、建造消耗质量、建造消耗能源、修改:

buildrate = 120, 建造速率

MaxBuildDistance = 315, 最大建造距离

StorageEnergy = 50000, 存储能源

StorageMass = 6500, 存储质量

ProductionPerSecondEnergy = 10, 单位每秒生产的能源
ProductionPerSecondMass = 1, 单位每秒生产质量

BuildCostEnergy = 200, 建造需要的能源
BuildCostMass = 100, 建造需要的质量
BuildTime = 100, 建造需要的时间[/b]

对照修改就好,自己平衡!

顺便说一句,建造速率不要修改,建造速率修改会改变原有建造范围大小的范围图标,游戏最大值是10超过10就没有图标显示,游戏自测错误退出

谢谢楼上了啊 我自己在贴吧下了过T2T3仓库了 分别是10倍和100倍 只需要把MOD用在战役上去就行了