在…\ai的目錄裡,有各國的AI設(shè)定,…\ai\GlobalWar是劇情AI,…\ai\switch則是另外添加
以下大部份內(nèi)容參照52區(qū),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(shí)間運(yùn)行,電腦會(huì)配合swich與event找尋相對應(yīng)的AI文件套用,否則,載入遊戲時(shí)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(nèi)容覆蓋舊AI,其他的仍保留,並非全面更新
為了結(jié)省版面,有些重覆的內(nèi)容我刪了,有些沒有的我加上,不是原版的,以下的每一個(gè)參數(shù)設(shè)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(qū)指默認(rèn)為YES,但是我看大部份的設(shè)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(shè)定……然後再利用事件來聯(lián)結(jié)其他的AI文件做改變,至於是聯(lián)結(jié)到那個(gè)AI檔,我對事件不熟悉,高手指點(diǎn)一下吧
flags = {
}
這個(gè)我不懂…找個(gè)會(huì)程式語言的來說明吧,反正就是個(gè)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(nèi)的條件時(shí),改為執(zhí)行某些數(shù)據(jù),或是觸發(fā)一些其他的事件
max_front_ratio = 1.2
前線最大佈兵率,愈高動(dòng)用部隊(duì)愈多(一般默認(rèn)為4.0),德國36年設(shè)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(gè)師,AI就放1.2個(gè)師(當(dāng)然是能力許可狀態(tài))
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(zhàn)爭時(shí)」國土兵力最大與最小的駐防率(反游擊) 區(qū)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(zhàn)了才坦然接受小弟)
(這個(gè)數(shù)值會(huì)影響加入聯(lián)盟的意願(yuàn),一般中立國家約100-150,再配合國家政策,設(shè)定成150的話,基本上就不會(huì)加入任何聯(lián)盟了)
war = 0
主動(dòng)宣戰(zhàn)機(jī)率,德國36年設(shè)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(zhàn)領(lǐng)的ic超過這個(gè)比例,會(huì)觸發(fā)絕望模式…後果是瘋狂造民兵,區(qū)間似乎是0-1
strat_redeploy_threshold = 50
戰(zhàn)略轉(zhuǎn)移最大時(shí)間 (天)
max_redeploying = 0.05
同一時(shí)間,ai戰(zhàn)轉(zhuǎn)的最大部隊(duì)比例(默認(rèn)為0.25)
exp_force_ratio = 0.0
派遣遠(yuǎn)征軍比例(預(yù)設(shè)值為0.75)區(qū)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(yuǎn)征軍的國家
evac_islands = yes/no
AI是否會(huì)主動(dòng)徹出低價(jià)值的島嶼
use_offensive_supply = yes/no
AI是否會(huì)使用攻勢補(bǔ)給
max_fuel_offensive = value
每單位攻勢補(bǔ)給使用的最大燃料(默認(rèn)為100)
###################################
# Diplomacy 外交
###################################
combat = {
ENG = 50
FRA = 70
}
優(yōu)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(lǐng)土,AI會(huì)向該國索要領(lǐng)土
claim_acceptance = value
AI接受索要領(lǐng)土的機(jī)率(可為負(fù)值,表不接受)
befriend = {
SPA = 20
ITA = 60
SWE = 10
}
AI尋求改善關(guān)係或同盟(數(shù)值愈高愈積極)
protect = {
ROM = 80
AUS = 300
}
ai保障獨(dú)立國家,數(shù)值愈高ai愈干涉…(美國的話名單會(huì)落落長…AUS居然高達(dá)300)
target = {
#Austria
373 = 80 # Lech
#Poland
303 = 50 # Danzig
#Baltic States
206 = 50 # Memel
}
AI作戰(zhàn)目標(biāo)省份,同樣,後方的數(shù)值愈高愈積極
liberate = {
FIN
}
AI會(huì)放出的傀儡國
resistance = {
ROM = x
}
外交活動(dòng)的困難度(0-10),愈低愈難
以下皆為交易內(nèi)容
trade = {
cancel_deal_threshold = 2
取消貿(mào)易協(xié)定的可能性(默認(rèn)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(nèi)的價(jià)值,若不是設(shè)為-1,則以這裡的數(shù)值為準(zhǔn)
favored = {
SWE = 150
ROM = 150
ITA = 100
SPA = 80
BUL = 100
JAP = 50
CHI = 50
}
貿(mào)易優(yōu)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(shù)值大小影響意願(yuàn),同時(shí)也會(huì)影響科技的質(zhì)量
embargo = {
ENG FRA AST CAN NZL
}
拒絕科技交換國家
not = { }
不會(huì)交換的科技項(xiàng)目
prioritized = {
# Arcriculture
5020 = 100
# Inf support
1310 = 100
# Production
5050 = 100
# Motorized
1230 = 100
}
優(yōu)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(shè)定
spyprefs = { 請注意,1.3版本因?yàn)橛写笞儎?dòng),所以以下說明皆針對1.3版本
percentage_on_spies = 0.2
1.3版這個(gè)參數(shù)無用……
(若為1.2版本則是指投入自國間諜活動(dòng)的金錢比例)
percentage_foreign_mission = 0.8
這個(gè)是決定AI對間諜任務(wù)的積極程度(前提是有目標(biāo)國家和足夠的錢),0表示完全不理會(huì),1表示卯起來派遣間諜任務(wù),毫不考慮任務(wù)的成功率
(若為1.2版本是指投入敵國間諜活動(dòng)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(yīng)該是指間諜最大數(shù)量)
min_number_of_spies = 3
指AI執(zhí)行間諜任務(wù)的最小間諜等級,若小於這個(gè)數(shù)值,則不做任何的任務(wù)
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(gè)間諜任務(wù)的最小成功率,高於以上機(jī)率AI才會(huì)執(zhí)行
country = GER
這個(gè)是指本國的設(shè)定(請注意,目標(biāo)國家跟本國的AI內(nèi)容有所不同),反正這個(gè)參數(shù)必須是AI本國
}
以下則為針對不同目標(biāo)國家的個(gè)別設(shè)定,以下僅列舉兩個(gè)(有些AI的目標(biāo)國家會(huì)超多…),內(nèi)容差不多,都是各個(gè)任務(wù)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(shè)定結(jié)束
這兩個(gè)是指分別對蘇俄與南斯拉夫的間諜活動(dòng)設(shè)定,唯一不同的紅字部份,是指針對兩國間諜活動(dòng)的比重,以上面為例,俄 : 南 = 10 :4;至於其他都是指對該國執(zhí)行間諜活動(dòng)的最低成功率,對該兩個(gè)或國家執(zhí)行間諜活動(dòng)時(shí),以該國的設(shè)定為基準(zhǔn)
###################################以下大部份內(nèi)容參照52區(qū),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(shí)間運(yùn)行,電腦會(huì)配合swich與event找尋相對應(yīng)的AI文件套用,否則,載入遊戲時(shí)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(nèi)容覆蓋舊AI,其他的仍保留,並非全面更新
為了結(jié)省版面,有些重覆的內(nèi)容我刪了,有些沒有的我加上,不是原版的,以下的每一個(gè)參數(shù)設(shè)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(qū)指默認(rèn)為YES,但是我看大部份的設(shè)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(shè)定……然後再利用事件來聯(lián)結(jié)其他的AI文件做改變,至於是聯(lián)結(jié)到那個(gè)AI檔,我對事件不熟悉,高手指點(diǎn)一下吧
flags = {
}
這個(gè)我不懂…找個(gè)會(huì)程式語言的來說明吧,反正就是個(gè)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(nèi)的條件時(shí),改為執(zhí)行某些數(shù)據(jù),或是觸發(fā)一些其他的事件
max_front_ratio = 1.2
前線最大佈兵率,愈高動(dòng)用部隊(duì)愈多(一般默認(rèn)為4.0),德國36年設(shè)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(gè)師,AI就放1.2個(gè)師(當(dāng)然是能力許可狀態(tài))
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(zhàn)爭時(shí)」國土兵力最大與最小的駐防率(反游擊) 區(qū)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(zhàn)了才坦然接受小弟)
(這個(gè)數(shù)值會(huì)影響加入聯(lián)盟的意願(yuàn),一般中立國家約100-150,再配合國家政策,設(shè)定成150的話,基本上就不會(huì)加入任何聯(lián)盟了)
war = 0
主動(dòng)宣戰(zhàn)機(jī)率,德國36年設(shè)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(zhàn)領(lǐng)的ic超過這個(gè)比例,會(huì)觸發(fā)絕望模式…後果是瘋狂造民兵,區(qū)間似乎是0-1
strat_redeploy_threshold = 50
戰(zhàn)略轉(zhuǎn)移最大時(shí)間 (天)
max_redeploying = 0.05
同一時(shí)間,ai戰(zhàn)轉(zhuǎn)的最大部隊(duì)比例(默認(rèn)為0.25)
exp_force_ratio = 0.0
派遣遠(yuǎn)征軍比例(預(yù)設(shè)值為0.75)區(qū)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(yuǎn)征軍的國家
evac_islands = yes/no
AI是否會(huì)主動(dòng)徹出低價(jià)值的島嶼
use_offensive_supply = yes/no
AI是否會(huì)使用攻勢補(bǔ)給
max_fuel_offensive = value
每單位攻勢補(bǔ)給使用的最大燃料(默認(rèn)為100)
###################################
# Diplomacy 外交
###################################
combat = {
ENG = 50
FRA = 70
}
優(yōu)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(lǐng)土,AI會(huì)向該國索要領(lǐng)土
claim_acceptance = value
AI接受索要領(lǐng)土的機(jī)率(可為負(fù)值,表不接受)
befriend = {
SPA = 20
ITA = 60
SWE = 10
}
AI尋求改善關(guān)係或同盟(數(shù)值愈高愈積極)
protect = {
ROM = 80
AUS = 300
}
ai保障獨(dú)立國家,數(shù)值愈高ai愈干涉…(美國的話名單會(huì)落落長…AUS居然高達(dá)300)
target = {
#Austria
373 = 80 # Lech
#Poland
303 = 50 # Danzig
#Baltic States
206 = 50 # Memel
}
AI作戰(zhàn)目標(biāo)省份,同樣,後方的數(shù)值愈高愈積極
liberate = {
FIN
}
AI會(huì)放出的傀儡國
resistance = {
ROM = x
}
外交活動(dòng)的困難度(0-10),愈低愈難
以下皆為交易內(nèi)容
trade = {
cancel_deal_threshold = 2
取消貿(mào)易協(xié)定的可能性(默認(rèn)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(nèi)的價(jià)值,若不是設(shè)為-1,則以這裡的數(shù)值為準(zhǔn)
favored = {
SWE = 150
ROM = 150
ITA = 100
SPA = 80
BUL = 100
JAP = 50
CHI = 50
}
貿(mào)易優(yōu)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(shù)值大小影響意願(yuàn),同時(shí)也會(huì)影響科技的質(zhì)量
embargo = {
ENG FRA AST CAN NZL
}
拒絕科技交換國家
not = { }
不會(huì)交換的科技項(xiàng)目
prioritized = {
# Arcriculture
5020 = 100
# Inf support
1310 = 100
# Production
5050 = 100
# Motorized
1230 = 100
}
優(yōu)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(shè)定
spyprefs = { 請注意,1.3版本因?yàn)橛写笞儎?dòng),所以以下說明皆針對1.3版本
percentage_on_spies = 0.2
1.3版這個(gè)參數(shù)無用……
(若為1.2版本則是指投入自國間諜活動(dòng)的金錢比例)
percentage_foreign_mission = 0.8
這個(gè)是決定AI對間諜任務(wù)的積極程度(前提是有目標(biāo)國家和足夠的錢),0表示完全不理會(huì),1表示卯起來派遣間諜任務(wù),毫不考慮任務(wù)的成功率
(若為1.2版本是指投入敵國間諜活動(dòng)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(yīng)該是指間諜最大數(shù)量)
min_number_of_spies = 3
指AI執(zhí)行間諜任務(wù)的最小間諜等級,若小於這個(gè)數(shù)值,則不做任何的任務(wù)
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(gè)間諜任務(wù)的最小成功率,高於以上機(jī)率AI才會(huì)執(zhí)行
country = GER
這個(gè)是指本國的設(shè)定(請注意,目標(biāo)國家跟本國的AI內(nèi)容有所不同),反正這個(gè)參數(shù)必須是AI本國
}
以下則為針對不同目標(biāo)國家的個(gè)別設(shè)定,以下僅列舉兩個(gè)(有些AI的目標(biāo)國家會(huì)超多…),內(nèi)容差不多,都是各個(gè)任務(wù)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(shè)定結(jié)束
這兩個(gè)是指分別對蘇俄與南斯拉夫的間諜活動(dòng)設(shè)定,唯一不同的紅字部份,是指針對兩國間諜活動(dòng)的比重,以上面為例,俄 : 南 = 10 :4;至於其他都是指對該國執(zhí)行間諜活動(dòng)的最低成功率,對該兩個(gè)或國家執(zhí)行間諜活動(dòng)時(shí),以該國的設(shè)定為基準(zhǔn)
# Construction and Tech Research 生產(chǎn)與科技研發(fā)
###################################
以下皆為生產(chǎn)內(nèi)容
construction = {
max_factor = 0.020
省份設(shè)施生產(chǎn)的最大ic分配比例(0.0-1.0),不過有另一個(gè)說法是密絲佛陀…(簡略),IC分配應(yīng)該是正確的
transports = -1
escorts = -1
-1為預(yù)設(shè)值,表示AI將會(huì)100%建造需要的運(yùn)輸及護(hù)航船,AI作者建議這邊不要修改
AA_batteries = [yes/no/atwar/not_atwar]
防空設(shè)施的建造(總是/決不/戰(zhàn)時(shí)/和平)
max_AA_level = 4
省份防空炮最大堆疊數(shù),以這一行為例,指定的省份最多達(dá)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(dá)建造
air_base = [yes/no/atwar/not_atwar]
max_air_base = 3
air_base_provs = { }
機(jī)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(yīng)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(zhàn)爭時(shí)是否持續(xù)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(yōu)先省份
}生產(chǎn)到此告一段落
以下為軍隊(duì)生產(chǎn)
military = {
relative_build_scheme = yes/no
我的解讀……嘿嘿,兩者應(yīng)該都照下面的生產(chǎn)計(jì)畫來生產(chǎn)(默認(rèn)為yes),差別是
yes,AI會(huì)依照現(xiàn)有的軍隊(duì)與計(jì)畫的比例之間的落差來生產(chǎn)(意思就是,照下面的計(jì)畫表比例,現(xiàn)有的軍隊(duì)那樣兵種少於該比例就生產(chǎn)哪樣)
no,AI完全按照下面的計(jì)畫來隨機(jī)生產(chǎn)(但是仍按照比例),不過完全不考慮現(xiàn)有的軍隊(duì)
PS:這個(gè)設(shè)定的說法很多……以上是我的解讀(未經(jīng)測試),另外,電腦生產(chǎn)軍隊(duì)是利用生產(chǎn)線的,所以一次生產(chǎn)不是單一個(gè),而是一組,每個(gè)兵種一組的數(shù)量都不一樣
max_batch_peace = 360
和平時(shí)期,流水線生產(chǎn)的最長日期
max_batch_war = 180
戰(zhàn)爭時(shí)期,流水線生產(chǎn)的最長日期(戰(zhàn)爭遠(yuǎn)在天邊)
max_batch_home_front = 180
戰(zhàn)爭時(shí)期,流水線生產(chǎn)的最長日期(戰(zhàn)爭打到家門口)
extra_convoys_war = 0.0500
extra_convoys_peace = 0.0500
這兩個(gè)參數(shù)是設(shè)定在戰(zhàn)時(shí)及和平時(shí)期,運(yùn)輸及護(hù)衛(wèi)船(以上參數(shù)兩者共用)的額外備用量及生產(chǎn)與否,假設(shè)現(xiàn)有領(lǐng)土共需要200艘運(yùn)輸船,200*(1+0.0500)=210,AI會(huì)設(shè)定國家共需要210艘運(yùn)輸船,不夠就會(huì)生產(chǎn),至於護(hù)衛(wèi)船的量則取決於運(yùn)輸船的量,這個(gè)比例我就不太清楚了,
#### Divisions etc... 生產(chǎn)分配範(fàn)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(gè)不用多說了,各個(gè)兵種的生產(chǎn)比例,注意,陸海空加總要100%
#### Brigades 陸軍附加旅範(fàn)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(gè)不知道為什麼要單獨(dú)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(duì)生產(chǎn)到此結(jié)束
以下為科技研發(fā)
technology = {
endgoal = { }
要研發(fā)的科技
preference = {
# Tools
5050 5060 5070
# Engineering
5080 5090 5100
}
優(yōu)先研發(fā)的科技
ignore = {
# Strategic bombers
4220 4230 4240
# Battle Cruiser
3190 3200 3210 3220 3230 3240
}
忽略研發(fā)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(yōu)先研發(fā)的科技種類(=比重)
} 科技研發(fā)到此結(jié)束
###################################
# Ground Combat, Leaders and Garrisons 地面作戰(zhàn)、領(lǐng)導(dǎo)、駐軍
###################################
以下為將領(lǐng)比例
leader_ratio = {
以軍隊(duì)數(shù)目決定將領(lǐng)數(shù)量
假設(shè)國家一共有101個(gè)師,用101乘下面的數(shù)值
land_field_marshal =0.02
就有2個(gè)元帥(用101舉列,應(yīng)該結(jié)果要大於才行)
land_general =0.031
3個(gè)上將,精準(zhǔn)一點(diǎn),就是每(1/0.031)個(gè)師出一個(gè)上將
land_lt_general =0.41
41個(gè)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(jié)束
以下為駐軍設(shè)定
garrison = {
defend_overseas_beaches = yes/no
是否海外駐軍(默認(rèn)為no)
首先,先確立一個(gè)地區(qū)駐軍的基本數(shù)量,該數(shù)量的值就是「該地區(qū)」的省份數(shù)量減去attrition provinces數(shù)量(這個(gè)名詞好像只有P社的遊戲才有…找不到翻譯,我個(gè)人大膽的猜測,就是會(huì)造成人力耗損的省份,有些省份駐軍每天都會(huì)造成人力耗損,像是熱帶叢林這種地形),再乘以下面的基數(shù)
home_multiplier = 1.0
本國領(lǐng)土的駐軍數(shù)(預(yù)設(shè)為0.5)……簡單一點(diǎn)說,假設(shè)該地區(qū)沒有會(huì)造成損耗的省份,1代表省份數(shù)=軍隊(duì)數(shù),0.5則表示2個(gè)省一個(gè)師
overseas_multiplier = 1.0
海外的駐軍數(shù)(預(yù)設(shè)為0.3333)
home_peace_cap = 20
和平時(shí)期,首都地區(qū)的最高駐兵數(shù)(這裡的解釋用的是capital area,而不是單獨(dú)的capital,所以應(yīng)該是指首都附近的區(qū)域)
war_zone_odds = 2.0
AI在戰(zhàn)爭區(qū)域的駐軍數(shù)將「努力」達(dá)到敵軍的2.0倍
key_point_prio_mult = 0.5
revolt_risk_mult = 0.3
應(yīng)該是控制游擊隊(duì)風(fēng)險(xiǎn)的參數(shù)??!!
area_multiplier = {
304 = 3.5 # Elbing
}
區(qū)域駐軍(將包含此省份的區(qū)域的駐軍數(shù)取代上面的參數(shù),前提是這些區(qū)域?yàn)楹M猓襞c首都相連,則無視)
# PRIORITIES:駐軍優(yōu)先權(quán)
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(gè)攻擊目標(biāo)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(lián)盟國家
claim_threat = 0 # If we are neutral, countries with claims on us get this
佔(zhàn)有他國核心領(lǐng)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(zhàn)據(jù)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(gè)別國家邊界駐軍設(shè)定(若數(shù)值為-1,則表示將"opposing_alliance", "claim_threat" and "unstable_border"皆設(shè)為0)
ignore = {
#Rhine
75 #Cologne
74 #Saarburken
66 #Aachen
}
該省份駐軍設(shè)為0
province_priorities = {
#Rhine border
313 = 30 #Frankfurt
82 = 30 #Kassel
}
單獨(dú)省份駐軍優(yōu)先權(quán)設(shè)定(可為-1)
}結(jié)束
以下為前線佈防
front = {
recklessness = 2 # 0-3
魯莽程度,數(shù)值愈高,AI會(huì)做出愈冒險(xiǎn)(可以看做是有時(shí)積極,有時(shí)愚蠢)的舉動(dòng)
distrib_vs_ai = [even/reactive/defensive/offensive/op_defensive]
distrib_vs_human = [even/reactive/defensive/offensive/op_defensive]
分別設(shè)定AI對AI,與AI對玩家的行為,參數(shù)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(yīng)的集結(jié)
defensive:針對省份的重要性配置(參考IC,勝利點(diǎn),石油等因素)
offensive:針對敵方兵力分佈的弱點(diǎn)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(duì)前往支援(還沒看到哪個(gè)國家有這項(xiàng)…)
enemy_reinf_days = 6
當(dāng)計(jì)算下列比例時(shí),將敵軍(6)天內(nèi)能夠抵達(dá)該省的部隊(duì)計(jì)算在內(nèi)
我猜測應(yīng)該是將電腦運(yùn)算勝負(fù)及軍隊(duì)數(shù)的能力延伸擴(kuò)展(x)天,也就是說,將戰(zhàn)鬥勝負(fù)的計(jì)算都鎖定在x天以內(nèi),(太小的話,不準(zhǔn)確,因?yàn)閿橙艘矔?huì)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(yùn)算量與時(shí)機(jī)判斷準(zhǔn)確度)
reserve_prop = 0.1
允許「全部前線部隊(duì)」中的最大比例可以不待在第一線(區(qū)間0-1),意思就是,允許多少比例的部隊(duì)可以退守第二線,像是指揮部、受損嚴(yán)重的部隊(duì)這種不需放在最前方作戰(zhàn)省份的部隊(duì)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(shù)量超過我方達(dá)到這個(gè)「倍數(shù)」,將增加前線的駐防軍(不過國家軍隊(duì)的總數(shù)有限,所以不是從別的前線抽調(diào),就是從負(fù)責(zé)本土的駐防鎮(zhèn)壓軍抽調(diào))
base_attack_odds = 1.3
若進(jìn)攻獲勝的機(jī)率達(dá)到以上比例,則進(jìn)攻
min_attack_odds = 1.1
若形成長期對峙,進(jìn)攻獲勝的機(jī)率只要未低於以上比例,仍然進(jìn)攻(52區(qū)指撤退,WIKI用的是GO這個(gè)字…含意真深……我個(gè)人覺得應(yīng)該是指進(jìn)攻…耳邊來一陣呼喚…go go go )
max_attack_odds = 3.0
當(dāng)獲勝的機(jī)率達(dá)到以上比例,AI將不再派遣軍隊(duì)前來助陣
reinforce_odds = 1.2
當(dāng)獲勝的機(jī)率達(dá)到以上比例,AI會(huì)派遣軍隊(duì)前來增援
withdraw_odds = 0.6
當(dāng)獲勝的機(jī)率低於以上比例,AI停止戰(zhàn)鬥同時(shí)撤退
PS:若平均組織度過低AI也會(huì)主動(dòng)撤退,另外以上五項(xiàng)的機(jī)率計(jì)算,電腦另有一套公式,公式不明
戰(zhàn)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(lǐng)土
owned = 0.7 被己方包圍領(lǐng)土
river = 1.0
還有兩個(gè)設(shè)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?yàn)?/font>這裡的數(shù)據(jù)我查了一下,每個(gè)國家好像都設(shè)成一模一樣,根據(jù)WIKI所說,從1.2後,這些戰(zhàn)鬥效率的修正設(shè)定就沒用了,但是為什麼不能刪除呢……
enemy_handicap = {
FRA = 300
BEL = 300
}
在設(shè)定的天數(shù)內(nèi),對該國家保持觀望,意即針對該國家每發(fā)動(dòng)一次新的戰(zhàn)爭,這個(gè)值就要RUN一次……(不針對玩家)
passivity = {
FRA = 100
BEL = 100
}
針對AI進(jìn)攻被動(dòng)性的百分比,意思就是,該值愈高,AI對該國推進(jìn)的愈緩慢,像是當(dāng)日本打下中國北方大部分的省分時(shí),這個(gè)值會(huì)拉高到90以上…
province_priorities = {
527 = 0.2
}
針對特別省份防禦,這個(gè)設(shè)定有點(diǎn)重覆,區(qū)間0-1,0.2就是20%
}結(jié)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(nèi)容
invasion = { (感覺整個(gè)內(nèi)容是在描述AI如何選擇登陸作戰(zhàn)的地點(diǎn))
base = 0.1 #Relative modifier. (lower = specific targets much more important.)
這裡應(yīng)該是決定戰(zhàn)略目標(biāo)與隨機(jī)目標(biāo)之間的加權(quán)比重(愈低,明確的目標(biāo)更重要)
random = 8.0 #How big a random range.
隨機(jī)範(fàn)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(shù)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(shù)值愈高,接受爛海灘…誰知道這個(gè)遊戲的爛海灘是哪??!!)
distance = 0.1 #higher = avoid long distance.
遠(yuǎn)距離作戰(zhàn)(數(shù)值愈高,允許距離愈遠(yuǎn))
max_distance = 20.0 #About the distance from Rostock to Narvik
作戰(zhàn)最遠(yuǎn)距離,若距離超過以上數(shù)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(dú)立在外的或是單獨(dú)省份(四周沒有同國領(lǐng)土)的海岸省份優(yōu)先權(quán)
island = 0.1 #prioritise taking pure islands.
孤立的島嶼優(yōu)先權(quán)
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(yōu)先權(quán)
naval_base = 0.1
擁有海軍基地省份的優(yōu)先權(quán)
air_support = 3.0
敵方空軍半徑範(fàn)圍的海岸優(yōu)先權(quán)
redirect = [priority/nearest/home]
攻擊重新導(dǎo)向,參數(shù):
priority:照AI表列的目標(biāo)
nearest:最近的海岸
home:容易的攻擊目標(biāo) 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(jīng)有陸地戰(zhàn)線(意思是開戰(zhàn)之後,與敵國有相鄰的省份,意即有前線),是否仍發(fā)動(dòng)登陸戰(zhàn)另闢戰(zhàn)場(預(yù)設(shè)是no)
help_allies = no
是否幫助盟國
staging_province = {
958 # Casablanca
}
海外侵略,軍隊(duì)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(yōu)先權(quán),(可為負(fù)值,意思就是當(dāng)那個(gè)省份不存在)
}結(jié)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(dá)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(dá)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(zhí)行任務(wù)中低于這個(gè)比例的組織度將回港
return_dmg = 80 # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT
船艦執(zhí)行任務(wù)中低于這個(gè)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(gè)設(shè)計(jì)很神奇,後期船的艦航程加上領(lǐng)地?cái)U(kuò)大,全世界都到的了,這個(gè)忽略海域名單多到會(huì)爆掉)
base = {
90 # Kiel
296 # Rostock
}
用作港口的省份
target = { }
目標(biāo)海域(有攻擊優(yōu)先權(quán))
core = {
2494
}
核心海域設(shè)定(優(yōu)先控制)
}結(jié)束