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- 2010-8-5
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写在前面:本文纯系个人兴致所作,如有雷同,敬请谅解。同时欢迎转载。
文中所列公式只做了些许验证,欢迎指正。
小弟在3dm第一帖干货,希望对狂派修改的有帮助;同样对博派抱怨任务的筒子有启发
还有版主能不能合并一下我的帖子,雍正看了腰斩连说七个惨,咱这帖子能不能不腰斩啊
// Advisor triggers config
//Found or conquer new colonies 建了或征服新殖民地
NumberOfColoniesComparedToOpponents
{
initial_respect = -6.0 //不知道
failed_respect = -12.0
//失败加分,修改这些为零就可以无视任务,好吧,更变态的就是改正数,如此成败皆英雄也,类似某government
success_respect = 6.0
//成功加分
bump_respect = 6.0
//不知道,估计是在没给任务时也满足了就加的分数
bump_months = 12
cooldown_months = 24 //冷却时间,这几个和任务频率有关
cooldown_after_award = 12
cooldown_after_success = 24
cooldown_after_failure = 24
show_semibad = 0
trigger_start_year = 1505 任务触发年份
name_string = str_TASK_NUMBER_OF_COLONIES_NAME //内部字符信息,这些和顾问评语有关
desc_string = str_TASK_NUMBER_OF_COLONIES_DESC
failed_string = str_TASK_NUMBER_OF_COLONIES_FAILED
success_string = str_TASK_NUMBER_OF_COLONIES_SUCCESS
bad_condition_string = str_TASK_NUMBER_OF_COLONIES_BAD_CONDITION
good_condition_string = str_TASK_NUMBER_OF_COLONIES_GOOD_CONDITION
semi_condition_string = str_TASK_NUMBER_OF_COLONIES_SEMI_BAD_CONDITION
picture_col = 0 //图片信息
picture_row = 0
}
//Build churches 建造或升级教堂
CheckReligiousNegligenceInColonies
{
initial_respect = -10.0
failed_respect = -20.0
success_respect = 10.0
bump_respect = 3.0
bump_months = 12
cooldown_months = 36
cooldown_after_award = 12
cooldown_after_success = 36
cooldown_after_failure = 36
show_semibad = 0
trigger_start_year = 1506
name_string = str_TASK_RELIGIOUS_NEGLIGENCE_NAME
desc_string = str_TASK_RELIGIOUS_NEGLIGENCE_DESC
failed_string = str_TASK_RELIGIOUS_NEGLIGENCE_FAILED
success_string = str_TASK_RELIGIOUS_NEGLIGENCE_SUCCESS
bad_condition_string = str_TASK_RELIGIOUS_NEGLIGENCE_BAD_CONDITION
good_condition_string = str_TASK_RELIGIOUS_NEGLIGENCE_GOOD_CONDITION
semi_condition_string = str_TASK_RELIGIOUS_NEGLIGENCE_SEMI_BAD_CONDITION
//后面所有任务都是这个位置给出任务完成条件,这个任务怎么计算不知道.
初步估计是检查教堂覆盖率,比如你有4个殖民地,要求有75%(下面是0.75)
就是有3个教堂(点),但是2级、3级教堂分别是1.5和2,等于顶一个半到
两个一级教堂
church_lvl_1_points = 1.0
church_lvl_2_points = 1.5
church_lvl_3_points = 2.0
required_percentage = 0.75 //教堂覆盖率,估计这个变小就会使任务要求的教堂变少
picture_col = 7
picture_row = 0
}
//Responsible spending 盈利任务
LowBalanceOnAccounts
{
initial_respect = -12.0
failed_respect = -24.0
success_respect = 12.0
bump_respect = 6.0
bump_months = 6
cooldown_months = 12
cooldown_after_award = 12
cooldown_after_success = 24
cooldown_after_failure = 24
show_semibad = 0
trigger_start_year = 1515
name_string = str_TASK_LOW_BALANCE_NAME
desc_string = str_TASK_LOW_BALANCE_DESC
failed_string = str_TASK_LOW_BALANCE_FAILED
success_string = str_TASK_LOW_BALANCE_SUCCESS
bad_condition_string = str_TASK_LOW_BALANCE_BAD_CONDITION
good_condition_string = str_TASK_LOW_BALANCE_GOOD_CONDITION
semi_condition_string = str_TASK_LOW_BALANCE_SEMI_BAD_CONDITION
trigger_amount = 50000 //估计是下限
bump_amount = 1000000 //估计每1000000会涨评价
picture_col = 0
picture_row = 15
}
//Build garrisons 建造或升级卫戍兵营,不是要塞(Fort)
MilitaryEducationIsLacking
{
initial_respect = -10.0
success_respect = 10.0
failed_respect = -16.0 //这里把失败分放下面了,小心!
bump_respect = 6.0
bump_months = 12
cooldown_months = 24
cooldown_after_award = 12
cooldown_after_success = 24
cooldown_after_failure = 24
show_semibad = 1
trigger_start_year = 1510
name_string = str_TASK_MILITARY_EDUCATION_LACKING_NAME
desc_string = str_TASK_MILITARY_EDUCATION_LACKING_DESC
failed_string = str_TASK_MILITARY_EDUCATION_LACKING_FAILED
success_string = str_TASK_MILITARY_EDUCATION_LACKING_SUCCESS
bad_condition_string = str_TASK_MILITARY_EDUCATION_LACKING_BAD_CONDITION
good_condition_string = str_TASK_MILITARY_EDUCATION_LACKING_GOOD_CONDITION
semi_condition_string = str_TASK_MILITARY_EDUCATION_LACKING_SEMI_BAD_CONDITION
//同教堂任务
garrison_lvl_1_points = 1.0
garrison_lvl_2_points = 1.5
garrison_lvl_3_points = 2.0
required_percentage = 0.75 //覆盖率
picture_col = 7
picture_row = 0
}
//Build theaters 建造或升级剧院
StuntedCulturalDevelopmentInColonies
{
initial_respect = -6.0
success_respect = 6.0
failed_respect = -12.0
bump_respect = 3.0
bump_months = 12
cooldown_months = 24
cooldown_after_award = 12
cooldown_after_success = 24
cooldown_after_failure = 24
show_semibad = 0
trigger_start_year = 1506
name_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_NAME
desc_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_DESC
failed_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_FAILED
success_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_SUCCESS
bad_condition_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_BAD_CONDITION
good_condition_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_GOOD_CONDITION
semi_condition_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_SEMI_BAD_CONDITION
theater_lvl_1_points = 1.0
theater_lvl_2_points = 1.5
theater_lvl_3_points = 2.0
required_percentage = 0.5
//不知道,估计是对应年代要求达到指定级别
theater_level_for_bump_1600 = 1
theater_level_for_bump_1700 = 2
theater_level_for_bump_1800 = 3
picture_col = 7
picture_row = 0
}
//殖民地士气低,要求提高
LowMoraleInColonies
{
initial_respect = -14.0
success_respect = 14.0
extra_respect = 1.0
extra_for_every_over = 5.0
failed_respect = -30.0
bump_respect = 3.0
bump_months = 12
cooldown_months = 36
cooldown_after_award = 12
cooldown_after_success = 36
cooldown_after_failure = 24
show_semibad = 0
trigger_start_year = 1510
name_string = str_TASK_LOW_MORALE_NAME
desc_string = str_TASK_LOW_MORALE_DESC
failed_string = str_TASK_LOW_MORALE_FAILED
success_string = str_TASK_LOW_MORALE_SUCCESS
bad_condition_string = str_TASK_LOW_MORALE_BAD_CONDITION
good_condition_string = str_TASK_LOW_MORALE_GOOD_CONDITION
semi_condition_string = str_TASK_LOW_MORALE_SEMI_BAD_CONDITION
success_morale = 35.0f //估计达到35算成功
bump_morale = 75.0f
picture_col = 0
picture_row = 0
}
//建造或升级医院
UnsanitaryConditionsInColonies
{
initial_respect = -10.0
success_respect = 10.0
failed_respect = -20.0
bump_respect = 5.0
bump_months = 6
cooldown_months = 24
cooldown_after_award = 12
cooldown_after_success = 24
cooldown_after_failure = 12
show_semibad = 0
trigger_start_year = 1508
name_string = str_TASK_UNSANITARY_CONDITIONS_NAME
desc_string = str_TASK_UNSANITARY_CONDITIONS_DESC
failed_string = str_TASK_UNSANITARY_CONDITIONS_FAILED
success_string = str_TASK_UNSANITARY_CONDITIONS_SUCCESS
bad_condition_string = str_TASK_UNSANITARY_CONDITIONS_BAD_CONDITION
good_condition_string = str_TASK_UNSANITARY_CONDITIONS_GOOD_CONDITION
semi_condition_string = str_TASK_UNSANITARY_CONDITIONS_SEMI_BAD_CONDITION
doctor_lvl_1_points = 1.0
doctor_lvl_2_points = 1.5
doctor_lvl_3_points = 2.0
required_percentage = 0.75
//殖民地达到对应人口时建相应级别涨评价
bump_lvl_1_population = 1499
bump_lvl_2_population = 4499
bump_lvl_3_population = 99999
picture_col = 7
picture_row = 0
}
//拆除酒馆
//邪恶的拆酒馆任务,建议大家和谐了
LewdBehaviorInColonies
{
initial_respect = -5.0
success_respect = 5.0
failed_respect = -10.0
bump_respect = 3.0
bump_months = 4
cooldown_months = 8
cooldown_after_award = 12
cooldown_after_success = 24
cooldown_after_failure = 24
show_semibad = 0
trigger_start_year = 1516
name_string = str_TASK_LEWD_BEHAVIOUR_NAME
desc_string = str_TASK_LEWD_BEHAVIOUR_DESC
failed_string = str_TASK_LEWD_BEHAVIOUR_FAILED
success_string = str_TASK_LEWD_BEHAVIOUR_SUCCESS
bad_condition_string = str_TASK_LEWD_BEHAVIOUR_BAD_CONDITION
good_condition_string = str_TASK_LEWD_BEHAVIOUR_GOOD_CONDITION
semi_condition_string = str_TASK_LEWD_BEHAVIOUR_SEMI_BAD_CONDITION
tavern_lvl_1_points = 1.0
tavern_lvl_2_points = 1.5
tavern_lvl_3_points = 2.0
required_percentage = 0.75
bump_percentage = 0.25 //低于25有加成
picture_col = 0
picture_row = 6
}
//建造战舰
//个人认为最万恶的造战舰任务,顾问老叫我造战舰,而且数量会随时间变动,当年在此丢分甚巨~~
TooFewWarships
{
initial_respect = -8.0
success_respect = 8.0
failed_respect = -0.0 //……………………
bump_respect = 3.0
bump_months = 6
cooldown_months = 30
cooldown_after_award = 12
cooldown_after_success = 30
cooldown_after_failure = 30
show_semibad = 0
trigger_start_year = 1511
name_string = str_TASK_TOO_FEW_WARSHIPS_NAME
desc_string = str_TASK_TOO_FEW_WARSHIPS_DESC
failed_string = str_TASK_TOO_FEW_WARSHIPS_FAILED
success_string = str_TASK_TOO_FEW_WARSHIPS_SUCCESS
bad_condition_string = str_TASK_TOO_FEW_WARSHIPS_BAD_CONDITION
good_condition_string = str_TASK_TOO_FEW_WARSHIPS_GOOD_CONDITION
semi_condition_string = str_TASK_TOO_FEW_WARSHIPS_SEMI_BAD_CONDITION
//痛苦的是至今没有搞清条件,呼唤达人
number_of_worse_nations = 1
picture_col = 0
picture_row = 18
}
//建造或升级要塞
FortsAreTooFewAndFarBetween
{
initial_respect = -8.0
success_respect = 8.0
failed_respect = -16.0
bump_respect = 4.0
bump_months = 12
cooldown_months = 60
cooldown_after_award = 12
cooldown_after_success = 60
cooldown_after_failure = 60
show_semibad = 0
trigger_start_year = 1525
name_string = str_TASK_TOO_FEW_FORTS_NAME
desc_string = str_TASK_TOO_FEW_FORTS_DESC
failed_string = str_TASK_TOO_FEW_FORTS_FAILED
success_string = str_TASK_TOO_FEW_FORTS_SUCCESS
bad_condition_string = str_TASK_TOO_FEW_FORTS_BAD_CONDITION
good_condition_string = str_TASK_TOO_FEW_FORTS_GOOD_CONDITION
semi_condition_string = str_TASK_TOO_FEW_FORTS_SEMI_BAD_CONDITION
fort_lvl_1_points = 1.0
fort_lvl_2_points = 1.5
fort_lvl_3_points = 2.0
required_percentage = 0.5
bump_lvl_1_population = 2501
bump_lvl_2_population = 8001
bump_lvl_3_population = 14001
picture_col = 7
picture_row = 0
}
//建造大型战舰
TooSmallShips
{
initial_respect = -6.0
success_respect = 6.0
failed_respect = -12.0
//no bump..
bump_respect = 0.0f
bump_months = 12
cooldown_months = 20
cooldown_after_award = 12
cooldown_after_success = 24
cooldown_after_failure = 24
show_semibad = 0
trigger_start_year = 1512
name_string = str_TASK_TOO_SMALL_SHIPS_NAME
desc_string = str_TASK_TOO_SMALL_SHIPS_DESC
failed_string = str_TASK_TOO_SMALL_SHIPS_FAILED
success_string = str_TASK_TOO_SMALL_SHIPS_SUCCESS
bad_condition_string = str_TASK_TOO_SMALL_SHIPS_BAD_CONDITION
good_condition_string = str_TASK_TOO_SMALL_SHIPS_GOOD_CONDITION
semi_condition_string = str_TASK_TOO_SMALL_SHIPS_SEMI_BAD_CONDITION
//暂时不清
failure_ratio = 1.8
picture_col = 0
picture_row = 18
}
//建造更多的贸易船
TooFewTradeShipSquadrons
{
initial_respect = -8.0
success_respect = 8.0
failed_respect = -12.0
bump_respect = 1.0
bump_months = 6
cooldown_months = 36
cooldown_after_award = 12
cooldown_after_success = 48
cooldown_after_failure = 24
show_semibad = 0
trigger_start_year = 1513
name_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_NAME
desc_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_DESC
failed_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_FAILED
success_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_SUCCESS
bad_condition_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_BAD_CONDITION
good_condition_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_GOOD_CONDITION
semi_condition_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_SEMI_BAD_CONDITION
//不清楚一般这个任务和下面的不会找你,大家都是会造大量贸易船的.
bump_limit = 2.0
picture_col = 0
picture_row = 18
}
//建造更多的远洋贸易船
TooFewOceangoingTradeShipSquadrons
{
initial_respect = -8.0
success_respect = 8.0
failed_respect = -12.0
bump_respect = 2.0
bump_months = 12
cooldown_months = 36
cooldown_after_award = 12
cooldown_after_success = 48
cooldown_after_failure = 24
show_semibad = 0
trigger_start_year = 1512
name_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_NAME
desc_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_DESC
failed_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_FAILED
success_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_SUCCESS
bad_condition_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_BAD_CONDITION
good_condition_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_GOOD_CONDITION
semi_condition_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_SEMI_BAD_CONDITION
trigger_limit = 0.4
bump_limit = 0.8
picture_col = 0
picture_row = 18
}
//建造一次加工厂
//这里不是指Lv2工厂,是指原料的一次加工厂,比如烤烟工厂(烟叶-烤烟)
NotEnoughHigherLevelProduction
{
initial_respect = -12.0
success_respect = 12.0
failed_respect = -24.0
bump_respect = 2.0
bump_months = 12
cooldown_months = 24
cooldown_after_award = 12
cooldown_after_success = 24
cooldown_after_failure = 24
show_semibad = 0
trigger_start_year = 1530
name_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_NAME
desc_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_DESC
failed_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_FAILED
success_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_SUCCESS
bad_condition_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_BAD_CONDITION
good_condition_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_GOOD_CONDITION
semi_condition_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_SEMI_BAD_CONDITION
//具体未明
trigger_limit = 0.25
picture_col = 7
picture_row = 0
}
//建造二次加工厂
//这里不是指Lv3工厂,是指原料的二次加工厂,比如雪茄工厂(烟叶-烤烟-雪茄)
NotEnoughHighestLevelProduction
{
initial_respect = -12.0
success_respect = 12.0
failed_respect = -24.0
bump_respect = 2.0
bump_months = 12
cooldown_months = 36
cooldown_after_award = 12
cooldown_after_success = 6
cooldown_after_failure = 36
show_semibad = 0
trigger_start_year = 1560
name_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_NAME
desc_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_DESC
failed_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_FAILED
success_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_SUCCESS
bad_condition_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_BAD_CONDITION
good_condition_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_GOOD_CONDITION
semi_condition_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_SEMI_BAD_CONDITION
trigger_limit = 0.25
bump_limit = 1.0
picture_col = 7
picture_row = 0
}
//建立新殖民地
WeaknessInTheColonies
{
initial_respect = -10.0
success_respect = 10.0
failed_respect = -20.0
//no bump..
bump_respect = 0.0
bump_months = 12
cooldown_months = 36
cooldown_after_award = 12
cooldown_after_success = 36
cooldown_after_failure = 36
show_semibad = 1
trigger_start_year = 1510
name_string = str_TASK_WEAKNESS_IN_THE_COLONIES_NAME
desc_string = str_TASK_WEAKNESS_IN_THE_COLONIES_DESC
failed_string = str_TASK_WEAKNESS_IN_THE_COLONIES_FAILED
success_string = str_TASK_WEAKNESS_IN_THE_COLONIES_SUCCESS
bad_condition_string = str_TASK_WEAKNESS_IN_THE_COLONIES_BAD_CONDITION
good_condition_string = str_TASK_WEAKNESS_IN_THE_COLONIES_GOOD_CONDITION
semi_condition_string = str_TASK_WEAKNESS_IN_THE_COLONIES_SEMI_BAD_CONDITION
picture_col = 0
picture_row = 0
} |
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