IDW
全称是Influence Driven War,允许在战争期间,通过消灭敌方单位来改变攻防两方所在地块(含周边)的文化值占有率,
必需先 启用 IDW 才能选择和执行其子项功能。
Influence Driven War允许玩家修改其参数,达到自己喜欢的效果。
打开 \anyfunmod\Assets\XML\anyfun\AFMGlobalDefines.xml
fDefineFloatVal 为带小数的浮点数
iDefineIntVal 为整数
该值越高胜利后得到的影响力越大
<Define> | ||
<DefineName>IDW_BASE_COMBAT_INFLUENCE</DefineName> | ||
<!-- Higher value: more influence from combat victory --> | ||
<fDefineFloatVal>4.0</fDefineFloatVal> | ||
</Define> |
战胜最后一只守城单位时得到影响力倍数
<Define> | ||
<DefineName>IDW_NO_CITY_DEFENDER_MULTIPLIER</DefineName> | ||
<!-- Multiply influence if last city defender dies --> | ||
<fDefineFloatVal>2.5</fDefineFloatVal> | ||
</Define> |
占领城堡时得到影响力倍数
<Define> | ||
<DefineName>IDW_FORT_CAPTURE_MULTIPLIER</DefineName> | ||
<!-- Multiply influence if fort is captured in combat --> | ||
<fDefineFloatVal>2.0</fDefineFloatVal> | ||
</Define> |
因该值没有计算,请无视
<Define> | ||
<DefineName>IDW_EXPERIENCE_FACTOR</DefineName> | ||
<!-- Increase influence due to experience of victorious unit (per experience point) --> | ||
<fDefineFloatVal>0.03</fDefineFloatVal> | ||
</Define> |
大军事家指挥的单位战胜时得到影响力倍数
<Define> | ||
<DefineName>IDW_WARLORD_MULTIPLIER</DefineName> | ||
<!-- Multiply influence if warlord wins (works only in Warlords --> | ||
<fDefineFloatVal>1.3</fDefineFloatVal> | ||
</Define> |
影响的半径范围
<Define> | ||
<DefineName>IDW_INFLUENCE_RADIUS</DefineName> | ||
<!-- Max plot distance to be influenced --> | ||
<iDefineIntVal>2</iDefineIntVal> | ||
</Define> |
攻防地块的距离对影响力下降速度,值越大下降越快
<Define> | ||
<DefineName>IDW_PLOT_DISTANCE_FACTOR</DefineName> | ||
<!-- Higher value: influence decreases faster with distance from attacker/defended plot --> | ||
<fDefineFloatVal>0.2</fDefineFloatVal> | ||
</Define> |
胜方地块得到影响力倍数
<Define> | ||
<DefineName>IDW_WINNER_PLOT_MULTIPLIER</DefineName> | ||
<!-- By default: the same influence mulitiplier in attacker and defended plot --> | ||
<fDefineFloatVal>1.0</fDefineFloatVal> | ||
</Define> |
输方地块失去影响力倍数
<Define> | ||
<DefineName>IDW_LOSER_PLOT_MULTIPLIER</DefineName> | ||
<!-- By default: the same influence mulitiplier in attacker and defended plot --> | ||
<fDefineFloatVal>1.0</fDefineFloatVal> | ||
</Define> |
出现民兵最少的城市人口数
<Define> | ||
<DefineName>IDW_EMERGENCY_DRAFT_MIN_POPULATION</DefineName> | ||
<!-- Minimal city size to draft militia --> | ||
<iDefineIntVal>2</iDefineIntVal> | ||
</Define> |
新出来的民兵受到百份之多少伤害,简单理解为 25% 就得了
(配合真实?因为是民兵,所以战斗力不强,部队不完整?)
<Define> | ||
<DefineName>IDW_EMERGENCY_DRAFT_STRENGTH</DefineName> | ||
<!-- Militia health ratio --> | ||
<fDefineFloatVal>0.25</fDefineFloatVal> | ||
</Define> |
出民兵增加多少城市的红脸,这里简单理解为 增加标准征兵红脸值的 50%
<Define> | ||
<DefineName>IDW_EMERGENCY_DRAFT_ANGER_MULTIPLIER</DefineName> | ||
<!-- Draft anger from militia --> | ||
<fDefineFloatVal>0.5</fDefineFloatVal> | ||
</Define> |
值越大,掠夺区域设施时加影响力越大
<Define> | ||
<DefineName>IDW_BASE_PILLAGE_INFLUENCE</DefineName> | ||
<!-- Higher value: more influence from pillage --> | ||
<fDefineFloatVal>2.0</fDefineFloatVal> | ||
</Define> |
启用 IDW
这个是总开关,启用后才能选择和执行Influence Driven War各项功能。