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[原创] 呕心沥血作,全游戏生涯模式内部参数修改的文本的汉化,第二个是cmsettings.ini,可修改经理声望 初始资金,资金变化等

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发表于 2011-10-31 00:04 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 huanghe2180 于 2011-11-1 10:30 编辑

有些话不得不吼一下啊。我翻译的东西介于专业和半专业之间,有些人不喜欢看是正常的。但是——只要你看了并且改了,从道义上讲,是不是得打几个字顶一下呢?哪怕是乱码,我好歹也认了的。这样让我如何做下去呢?


PS:这里提一句,针对某些同学表示的修改无效,我这里个人猜测是因为需要重新开档(不光是生涯档案,也可能需要个人档案重开……这个我还没测试过,有机会帮大家测试一下吧。……我就一个翻译的)

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首先,修改游戏内部参数请参考我的帖子,http://bbs.3dmgame.com/thread-2518290-1-1.html    里面的第一段,下载修改.rar 修改.rar (127.02 KB, 下载次数: 271) 依法安装
所有的内部参数,只要打开相应的文件,修改里面的数值就好了
________________________________________________________________________________________________________
第二个是cmsettings.ini   上个borad是决定是否被解雇的,这个cmsettings.ini则是经理模式的一系列设定。

提示,没有注释的不要动,否则会出错的。所以不建议修改的地方我就不翻译的,只摘抄大家能用到的部分。
因此,大家需要用查找功能去搜索我提供的条目,然后修改

[DEFAULTS]里的
FREE_AGENTS_MIN_NUM_PLAYERS_ON_TEAMS = 25  // Take players from teams to the Free Agents' list only if they have more than this number of palyers(只有当球队人数超过XX的时候球员才能从球队名单进入自由球员名单?)

[FITNESS]        // new energy recovery model - adam & simon     (%%这个是球员体力恢复情况的%%)
ENABLED = 1
PLAYER_MAXENERGY = 100(最大体力值,不知道这个如果改了会不会球员可以无限储存体能?也许会出BUG,也会会很逆天,有兴趣的自己尝试)
PLAYER_MIN_OVERALL_FOR_NEWS = 75   (会进入新闻的球员的最小能力值)
ENERGY_THRESHOLD_FOR_FATIGUED_EMAIL = 50      (球员发EMAIL给你告诉你他太疲劳了的体力上限)
NUM_DAYS_FOR_LONG_TERM_INJURY = 14  (长期伤病时间?,这个好像不是这么翻译的)
CONSTANT = 6.0
BASE_DAY_1 = 40  (这个难道是第一天恢复的体能吗,大家有留意的可以告诉我下,从数据上看不太像)
BASE_DAY_2 = 10
BASE_DAY_3 = 10
BASE_DAY_4 = 10
BASE_DAY_5 = 10
BASE_DAY_6 = 10
BASE_DAY_7 = 10
BASE_DAY_8 = 10
BASE_DAY_9 = 10
BASE_DAY_10 = 10


[AI_TEAMMANAGEMENT](电脑经理模式的AI,你要是对电脑有仇请修改)
ENABLED = 1                                // Should AI Team Management actually happen    (改成0绝对会错误的……)
ENERGY_SHOULDREST = 65                        // Values less than mean player should rest(体力小于XX则电脑认为球员需要休息)
ENERGY_MUSTREST = 1                        // Values less than mean player must rest(球员一定会休息的体能上限,1,电脑这是压榨苦力吗,现实中怎么也得有30吧)
AVAILPLAYERS_TOREST = 22                // Number of available players in squad before resting 'should rest'
MINOVERALLFORBTEAM = 80                        // Minimum overall for Team to consider using B Team(对于一支球队来说使用B队的最小总评,这里B队是主力还是替补阵容没搞懂,看下文应该是指替补阵容?)
USEBTEAMIMPORTANCE = 50                        // < than this Match importance to use B Team(小于这场比赛的重要性则使用B队——替补阵容)
USEBBENCHIMPORTANCE = 40                // < than this Match importance to use B Bench(使用第二替补阵容的重要性,比赛重要性小于这个则倾向使用第二替补阵容)
这段最后三行没看懂,求指教。

[NEWS]这个不翻译,修改的话,纯粹是为了搞笑,就算了。(比如放一张大胜的图片,发一篇非常悲观的新闻什么的……)

[AWARDS]
ENABLED = 1                                                                // Awards feature: 1 = Enable & 0 = Disable
TOTW_PLAYERS_POSITION_GK = 1                        // Number of players in the Team of the week as GK(本周至少要有的门将数
TOTW_PLAYERS_POSITION_DEFENCE = 4                // Number of players in the Team of the week as Defenders
TOTW_PLAYERS_POSITION_MIDFIELD = 4                // Number of players in the Team of the week as Midfielders
TOTW_PLAYERS_POSITION_ATTACK = 2                // Number of players in the Team of the week as Attackers
USER_PLAYER_MATCH_RATING = -1                        // Minus one for using the actual Match Rating of the User's player, or other value for cheating
USER_PLAYER_FORM = -1                                        // Minus one for using the actual Player Form of the User's player, or other value for cheating
USER_PLAYER_APPEARANCES = -1                        // Minus one for using the actual Appearances of the User's player, or other value for cheating
USER_SCORE = -1                                                        // Minus one for using the actual Score of the User's player, or other value for cheating
USER_CLEAN_SHEETS = -1                                        // Minus one for using the actual number of clean sheets of the User's player, or other value for cheating
USER_MANAGER_RECORD = -1                                // Minus one for using the actual Manager's record, or other value for cheating
USER_RANDOM_LOGIC = 1                                        // Enable the random logic for selection critria (1 = Enable & 0 = Disable and select the user's player, if present)
MIN_STANDINGS_POINTS = 0                                // Minimum number of reputation points.
MAX_STANDINGS_POINTS = 1500                                // Maximum number of reputation points.(声望点数最大值,这个不要改比较好,上面的也不要乱动)
WINS_MULTIPLIER = 60.0                                        // Multiplier for won matches.(赢一场比赛的点数,这里相对于上面都是要除100的)
LOSSES_MULTIPLIER = -60.0                                // Multiplier for lost matches.(输一场比赛的点数,需除100)
DRAWS_MULTIPLIER = 30.0                                        // Multiplier for tied matches.(平局点数,需除100)
POINTS_QUALIFY_UEFA_CUP = 240                        // Points assigned for being out of the international cup on qualifications.(国际杯赛未夺冠分数,这个应该是降低的)
POINTS_QUALIFY_CHAMPIONS_LEAGUE = 360        // Points assigned for being out of the international cup on first stage.(国际杯赛第一阶段出局分数,这个应该是降低的)
POINTS_TEAM_PROMOTION = 240                                // Points assigned for not winning a promotion or lower league trophies.(没能升级,这个应该是降低的)
POINTS_TEAM_RELEGATION = -150                        // Points assigned for being relegated.(被解雇降低声望,这个是正值了)

[BUDGET](预算)
BOARD_AI_DIFFICULTY_FACTOR_AMATEUR = 140        // percentage of team's budget for both transfer(业余经理难度初始资金系数,140代表1.4倍,想钱多就再后面加0吧)
BOARD_AI_DIFFICULTY_FACTOR_SEMIPRO = 120        // percentage of team's budget for both transfer(半职业)
BOARD_AI_DIFFICULTY_FACTOR_PRO = 100                 // percentage of team's budget for both transfer(职业)
BOARD_AI_DIFFICULTY_FACTOR_WORLDCLASS = 80        // percentage of team's budget for both transfer(世界级)
BOARD_AI_DIFFICULTY_FACTOR_LEGENDARY = 60        // percentage of team's budget for both transfer(传奇)
RANDOM_FACTOR = 15                                // factor to give the game a slightly different feeling each time(每场比赛的状态浮动系数,这个可能是很多时候球队表现不一的系数)
TRANSFER_WAGE_SPLIT_PERCENT = 80                // The default split for transfer/wage budget at the start of a season(初始资金杠杆比率)

WAGE_BUDGET_MODIFIER_AMATEUR = 3.5              //modifier used to determine inital wage budget with amateur board difficulty(这些是决定五种经理难度周薪系数的,差别好大啊)
WAGE_BUDGET_MODIFIER_SEMIPRO = 2.5              //modifier used to determine inital wage budget with semipro board difficulty(半职业
WAGE_BUDGET_MODIFIER_PRO = 1.75                  //modifier used to determine inital wage budget with pro board difficulty(职业
WAGE_BUDGET_MODIFIER_WORLDCLASS = 1.0           //modifier used to determine inital wage budget with worldclass board difficulty(世界
WAGE_BUDGET_MODIFIER_LEGENDARY = 0.25            //modifier used to determine inital wage budge with legendary board difficulty(传奇

BUDGET_BONUS_SIGNIFICANTLY_FAILED = 50                        // Bonus percent at the EOS if the manager significantly failed against season objectives.
BUDGET_BONUS_FAILED = 75                                                // Bonus percent at the EOS if the manager failed against season objectives.
BUDGET_BONUS_FULFILLED = 100                                                // Bonus percent at the EOS if the manager fulfilled against season objectives.
BUDGET_BONUS_OVERACHIEVED = 110                                        // Bonus percent at the EOS if the manager overachieved against season objectives.
BUDGET_BONUS_SIGNIFICANTLY_OVERACHIEVED = 120        // Bonus percent at the EOS if the manager significantly overachieved against season objectives.
上面是很失败 失败 满意 成功 很成功 五种情况的奖金比率,如果赛季很失败,那么下赛季预算就会减半(50%),满意就不变(100%),很满意就是(120%),如果怕自己养不起球队的,可以把这些改高

[FRIENDLY](关于友谊赛)
MAX_OTHER_TEAMS_IN_LEAGUE = 3                                // Maximum number of other teams in your league to schedule friendlies for at each match day(每个比赛日最多会安排几场同联赛球队的友谊赛)
MAX_MATCHES_SCHEDULED = 3                                        // Maximum number of friendly matches to schedule before the season begins(赛季开始前友谊赛的最大数量)
TOP_LEAGUE_TOP_PCT = 95                                                // Likelihood that a team from a top league would play another team from a top league(顶级联赛见友谊赛概率)
TOP_LEAGUE_MED_PCT = 5                                                // Likelihood that a team from a top league would play a team from a medium league(顶级对中级联赛友谊赛概率)
TOP_LEAGUE_LOW_PCT = 0                                                // Likelihood that a team from a top league would play a team from a lower league(顶级对低级联赛)
MED_LEAGUE_TOP_PCT = 70                                                // Likelihood that a team from a medium league would play a team from a top league(中对顶)
MED_LEAGUE_MED_PCT = 0                                                // Likelihood that a team from a medium league would play another team from a medium league(中对中,这个居然是0)
MED_LEAGUE_LOW_PCT = 30                                                // Likelihood that a team from a medium league would play a team from a lower league(中对低)
LOW_LEAGUE_TOP_PCT = 50                                                // Likelihood that a team from a lower league would play a team from a top league(低对高)
LOW_LEAGUE_MED_PCT = 50                                                // Likelihood that a team from a lower league would play a team from a medium league(低对中)
LOW_LEAGUE_LOW_PCT = 0                                                // Likelihood that a team from a lower league would play another team from a lower league(低对低)
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