重新修改了revamp exp mod和revamp balance mod的单位造价和产生,主要是大幅度增加了T3单位的造价和EXP单位的耗电量。
增加了T3电站产出,但是变得比较难造出。这样T2电站在中期就会派上很大用场。
唯一搞不懂的是钻石。
UIX1401FA_unit.bp 里面是这样的:
Economy = {
BuildTime = 8,
CaptureRate = 2,
CaptureTimeMult = 0.6,
EnergyValue = 39999,
MassValue = 19999,
MaxEnergy = 1000000,
MaxMass = 10000,
SacrificeCaptureTimeMult = 0.2,
},
其他单位的economy都是
productionpersecondmass = xxx
productionpersecondenergy = xxx
于是感觉搞不懂游戏里钻石的20mass 1000energy怎么出来的
这个怎么修改?
钻石的产量你不能只看bp文件, 得改_script.lua
- bp里面的
MaxEnergy = 1000000,
MaxMass = 10000,
是封顶产量
- lua里面的+20, +1000是动态的产量
所以你得同时改bp和lua这2个文件
2代的钻石我没有, 1代的钻石lua文件关于+20, +1000动态产量部分脚本如下:
ResourceOn = State {
Main = function(self)
local aiBrain = self:GetAIBrain()
local massAdd = 0
local energyAdd = 0
local maxMass = self:GetBlueprint().Economy.MaxMass #bp里面的封顶mass
local maxEnergy = self:GetBlueprint().Economy.MaxEnergy #bp里面的封顶energy
while true do
local massNeed = aiBrain:GetEconomyRequested(‘MASS’) * 10
local energyNeed = aiBrain:GetEconomyRequested(‘ENERGY’) * 10
local massIncome = (aiBrain:GetEconomyIncome( ‘MASS’ ) * 10) - massAdd
local energyIncome = (aiBrain:GetEconomyIncome( ‘ENERGY’ ) * 10) - energyAdd
massAdd = 20 #动态mass产量
if massNeed - massIncome > 0 then
massAdd = massAdd + massNeed - massIncome
end
if maxMass and massAdd > maxMass then
massAdd = maxMass
end
self:SetProductionPerSecondMass(massAdd) energyAdd = 1000 #动态energy产量
if energyNeed - energyIncome > 0 then
energyAdd = energyAdd + energyNeed - energyIncome
end
if maxEnergy and energyAdd > maxEnergy then
energyAdd = maxEnergy
end
self:SetProductionPerSecondEnergy(energyAdd) WaitSeconds(.5)
end
end,
},